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[TimeCycIV] Tutorial

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PacketOVerload_x64Bit
  • PacketOVerload_x64Bit

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#211

Posted 22 April 2014 - 11:03 PM Edited by PacketOVerload_x64Bit, 22 April 2014 - 11:05 PM.

 

Does anyone have information on timecycle modifiers? I am looking to outfit the package I have with TC modifiers that are eye popping. I just found out, contrary to what I was told, and tsk tsk for not just trying it myself, that timecycle modifiers get reloaded when you press F1 while timecycle editing (with EditIV/TimecycIV/timecycreloader.asi).

 

PostFXStrength was very handy when altering brightness in my settings (lowering to 0.6). My cutscenes were too dark. What I really would like to know is the settings for DOF. I tinkered a bit last night and couldn't get anywhere with the DOF in the TC modifiers. Does something have to be set in the timecycle for the DOF to work? What settings should I start with in tc modifiers? 

:)

I think that some description names of the effects in timecycle modifiers files are incorrect or maybe they work with some values from other files, there is a DOF values in visualsettings.dat and the DOF should work when definition in game is off.

 

timecycle modifiers files are principally about the interiors, tunnels, time square, subways... etc.

 

Interesting thing is that timecyclemodifiers.dat file start with noambient, noambientmult, qwnomoon... till star_junc (time square) maybe these are about exterior lighting and timecyclemodifiers2 start with lighting; timecyclemodifiers3 with nightshade and in timecyclemodifiers4 there is a em_1; 2 and 5 maybe this's about el. lights from windows, lamps. I need to do some tests.

 

So you say that TimeCycReloader.asi includes and timecycmodifiers files so we can edit and reload these file together with opened timecyc.dat from Edit IV?

 

 

I do have to say, the way the timecycle modifiers work is odd. for example make a decent, bluish lighting after 20:00 hrs:
 

playboyx                           -1.0        -1.0       200.0         250.0    			 82  82  82 255 7.0   180 180 255 255 5.0           0   0   0 255  0.0               0.45           0  0  0  0     0  0  0  0 							      1.0     	    0  			28.0       		     0.5        0.5           0.5               0.5             	  1.0       	    2.0  	    255 255 255   	   -1 -1 -1          -1.0         	 -1.0       -1.0          -1.0              -1.0           -1.0            -1.0            -1.0         -1.0      -1.0           0.0           -1.0              -1.0         -1.0            0.0            0.0            0.0           -1.0             -1.0           -1.0              -1.0                -1.0                  -1.0             -1.0        1.0       0

Whereas one of these values different for Exposure etc. line looks terrible.

• Yes, with the timecycle reloader from EditIV or TimecycIV the tc modifiers are reloaded by pressing F1. According to information from DKT70 or ICe from a LONG time ago, I remember them saying that the tc modifiers do not affect until 20:00 hrs and until 05:00 or 07:00. This seems consistent until you change "the first Multiplier value, column 18, which makes the settings for the tc modifiers somewhat consistent throughout the day (change to 1.0). 
• The R(ed)G(reen)B(lue)A(lpha)M(ultiplier) settings are not "light fixtures" per se, but areas that light is cast for example: the floor, south side apartment A. 

• I think they would be easier to change if there was a better, visual representation as to what the different settings do. For instance (the sentence regarding Apartment A above). Also, examples of RGB light codes (which I know you've shown before T-ru [thank you!]) etc. 
• In ENB, at least with IceNHancer, advice from Hayssam is to configure all the DOF to 0 and set Unknown 48 to the DOF you want in the timecycle. I do not know anything about non-ENB graphics or if it works the same way. The DOF is mostly taken of by the enbeffect.fx and timecycle for static DOF / ADOF etc.

Here are the timecycle Modifiers I am using at the moment. I am changing these line by line, setting by setting to fit in my AUIRB2U set. Lights in INI play a huge role here as well, because when you alter tc modifiier your ENB up bringing the lighting out of sync with the lights in INI - so then you get bright lights, dim surroundings and bright/dark flicker on or off when walking in small apartment. Very tricky. 

Download:
https://www.mediafir...tw0i0sa2kfkmb0b
 

 

As time passes I would like to catalogue these places in timecycle modifiers to the Liberty City map available names of the TC Modifier name on the map with areas already available. Or for cutscenes, a quick screen capture of the cutscene.

This map:

 813e68322352874.jpg 

I found that changing outside timecycle modifiers, from this base setting, was entirely too hard to work with in ENB because when you drive around a corner, the lights go very bright, very dim and unpredictable. So, insides only. 

With skylighting in my set, I found that altering Temperature (14)   PostFxStrength (15) Exposure (16)  Exposure (17)   Multiplier (18) to something like 0.24 / 0.66 / 0.3 / 0.5 / 0.2 or 1.0 respectively helped to brighten up / darken the cutscenes and interiors alot.


Some screenshots of example of interiors and cutscenes:

Before:
4dff8e322353805.jpg

 

After:

 f9a0b4322353802.jpg 

With Current Changes and trust me, if you're ENB cutscenes / interiors look better / as good as this be thankful and / or PM with your timecycle modifiers please!  :lol:

 

f8e38b322353797.jpg 9c5b45322353800.jpg a3322d322353787.jpg 
2d4fa4322353793.jpg 0980df322353780.jpg 1373b6322353783.jpg

7aa2c5322353775.jpg 590d8c322353778.jpg 126234322353772.jpg

9f5f14322353767.jpg d85865322353757.jpg 688175322353763.jpg

f59b9a322353765.jpg 4991e9322353760.jpg 837153322353789.jpg


I did not know any of this information when I posted earlier... :)

The #2 Stripper Girl is lightsprite setting in Strip Club. In my settings, my lights were very bright 1.2 / 1.0 I had to drop it down to 0.4 or 0.6 and adjust the ColorPow. WHAT a difference. :)

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T-ru
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#212

Posted 23 April 2014 - 12:41 PM

I was thinking that  I can control the quality of ambient, ambient1 and directional lights, I wanted to disable the scattered default bloom effect from timecyc.dat and to improve bloom effect only of these lights or only of directional (sun) light and after many tests it doesn't work :/

maybe work for some interiors.

 

This map image is very useful about .ide maps files :)

 

Well, I found how to control the jaggies, to create some kind of AA, in timecyc.dat, there is a three values about that, but first in visualsettings.dat these values should be like this:  

misc.DOFBlurMultiplier.HD 2 

misc.DOFBlurMultiplier.SD 1.5 

misc.CrossPMultiplier.Farblur 2.00

misc.HiDof.farBlur 2.00

 

Then in timecyc.dat via Edit IV:

Atmosphere section, sky - Top color: if the hue of this color is less than 160, the jaggies will be blurred or noise effect.

 

Other parametres section, 51 Outlined Edges1 - this is about near jaggies; 52 Outlined Edges2 - Far jagies; 48 Start far DOF - this's the border between far and near jaggies.

 

I tried this with in game definition off and with removed static blur from rage_postfx.fxc file, you can do that with universal_gta4_shader_patch_v0.9b tool!

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PacketOVerload_x64Bit
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#213

Posted 18 August 2014 - 08:30 AM

I've been timecycle editing for well over two years now. Though I have searched in the past, sources of information have been vastly unreliable. This is compiled from some of the information I have picked up along the way. Credits to Marc Fabricuz about the RGB Azimuth Names and supposedly DKT70 defined many of the other unknowns, but all I have is a txt file from a random post in a random forum so I won't bother him with that BS.

 

If you've been having trouble timecycle editing, not like it's complicated enough already! Try these files out with TimecycleIV, maybe it will make a little more sense to you. Pertinent changes are to Lang.ini and UNKP.ini files. Can be used with your TimecycleIV if you want.

 

4d814a345804253.jpg

 

Get it while it's still avail? :evilgrin:

https://www.mediafir...4r17bvk7qkrtotl


TIMSTER777
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#214

Posted 31 August 2014 - 10:34 PM

Its my first time posting here and i hope its not dead in here.  :lol:

 

Well, I have 2 problems. One being that i cant seem to remove shadows during the night (Coming from the Moon?)

 

Another problem is that my clouds appear to be dark while using ENB. They are only dark when I am using Dax1's shader fix.

 

I hope someone can help me out. :)


PacketOVerload_x64Bit
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#215

Posted 01 September 2014 - 11:26 AM

Its my first time posting here and i hope its not dead in here.  :lol:

 

Well, I have 2 problems. One being that i cant seem to remove shadows during the night (Coming from the Moon?)

 

Another problem is that my clouds appear to be dark while using ENB. They are only dark when I am using Dax1's shader fix.

 

I hope someone can help me out. :)

 

1. Always posts thumbnails / screenshots along with your problem in threads that are graphical in their problems. ;)

2. Shadows at night usually come from direct light multiplier in timecycle. lower the multiplier and deepen the color (and less saturation usually) or brighten the color and lower the multiplier.

3. I don't know anything about Dax's fix. If you're clouds are too dark in normal ENB though,it can be from a few things: TopClouds R, G or B not high enough (0.1 - 1.0+) etc. for the R, G, B's in the Unknown section of TimecycleIV, or darkclouds bottom / top in Unknown sections.


TIMSTER777
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#216

Posted 01 September 2014 - 12:15 PM

 

Its my first time posting here and i hope its not dead in here.  :lol:

 

Well, I have 2 problems. One being that i cant seem to remove shadows during the night (Coming from the Moon?)

 

Another problem is that my clouds appear to be dark while using ENB. They are only dark when I am using Dax1's shader fix.

 

I hope someone can help me out. :)

 

1. Always posts thumbnails / screenshots along with your problem in threads that are graphical in their problems. ;)

2. Shadows at night usually come from direct light multiplier in timecycle. lower the multiplier and deepen the color (and less saturation usually) or brighten the color and lower the multiplier.

3. I don't know anything about Dax's fix. If you're clouds are too dark in normal ENB though,it can be from a few things: TopClouds R, G or B not high enough (0.1 - 1.0+) etc. for the R, G, B's in the Unknown section of TimecycleIV, or darkclouds bottom / top in Unknown sections.

 

 

Thank you so much for the help :D


PacketOVerload_x64Bit
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#217

Posted 04 September 2014 - 04:59 PM Edited by PacketOVerload_x64Bit, 04 December 2014 - 11:35 PM.

Looking for information on timecycle modifier locations. I can trial and error the settings but I am having a really hard time finding the locations that match the locations in the timecycle modifiers. For example, RomanFL is easy, it's Roman's first apartment in Hove Beach however finding the location for Honkers or the Triangle Club, I can't find.

 

Any help with the locations would be great! Any info about setting DoF would be awesome too. 
 

EDIT#1 - 12-04-2014

This map HELPS with identifying some of the areas. They are truncated and unless we runa  script designed to tell us what area of TC Modifiers we're in (way past my ability) then trial and error and documentation is going to have to do.

 

http://games.kikizo...._p3/lc08map.jpg

 

TIMECYCLEMODIFIERS.DAT

  1. noambient= UNKNOWN
  2. NoAmbientmult   = UNKNOWN
  3. qwnomoon= DUKES area      
  4. qw2nomoon= Dukes area      
  5. Brook_S2_TC= UNKNOWN     
  6. MH_NOMOON= Better Parts of 2nd Island (excluding Star Junction). So, to the left and right and bottom / top of the island around star junction. MH's need to be "unified" with the Star_Junct entry otherwise flashes/different brighter areas occur.     
  7. KsS1nomoon1= UNKNOWN     
  8. KsS1nomoon2= UNKNOWN     
  9. KsS1nomoon3= UNKNOWN     
  10. Brook_N_gden= Northern Garden Area  
  11. Buildsite_MH1= UNKNOWN   
  12. MH3carpark= Manhatten Car Parking Garage (by Alex)   
  13. bkn2_Nomoon1= Broker Areas (Outside)  
  14. bkn2_Nomoon2= Broker Areas  (Outside)
  15. bks3norain= UNKNOWN     
  16. MHNoMoon= Manhatten (2nd Island) (see above)      
  17. erosware= UNKNOWN       
  18. QM_Nomoon= Dukes Area      
  19. NJ2nomoon= Alderney      
  20. bxwnomoon= Bohan      
  21. star_junc= STAR JUNCTION  (Needs to be unified with MHNoMoon areas for postFXstrength)   
  22. raytest= UNKNOWN
  23. raytest2= UNKNOWN       
  24. NJ02TUNNEL = Booth Tunnel (?)  UNKNOWN
  25. Internaldim =     
  26. SoosTunnel =     
  27. Nikwarehouse    =
  28. clam            
  29. vlads = Vlads Pub
  30. generic = UNKNOWN
  31. jamcafe  Jamaican Cafe       
  32. ten_str =
  33. playboyx = Obviously, PlayBoy's North Safehouse       
  34. browner = UNKNOWN
  35. limo= UNKNOWN     
  36. STEVETUNNEL= UNKNOWN
  37. SUBWAY= UNKNOWN (Probably Self Explanatory)
  38. SUBWAY_STATION= UNKNOWN (Probably Self Explanatory)
  39. CARPARK = UNKNOWN
  40. RomansFl= First Safehouse - Roman's Apartment     
  41. rscafe = Rockstar Cafe
  42. bernies= UNKNOWN         
  43. Factorytest = UNKNOWN    
  44. Factory= UNKNOWN         
  45. bens2 = UNKNOWN          
  46. Hospital = UNKNOWN      
  47. Museum2 = UNKNOWN        
  48. Bada = Honkers! (Varying Lights on the ceiling and direct lights if you want to put in RGBAM codes in your TC Modifiers (Haven't Checked but this might apply to ot her strip clubs too)
  49. Badamine= Honkers! (Same as above - just different areas inside Honkers) (Haven't Checked but this might apply to ot her strip clubs too)     
  50. DrugDen= UNKNOWN         
  51. Bank3= UNKNOWN           
  52. Chase= UNKNOWN           
  53. sexshop= UNKNOWN          
  54. Diner= UNKNOWN           
  55. hospitallobby= UNKNOWN   
  56. Trespass= UNKNOWN       
  57. ritz = UNKNOWN          
  58. ritzf3 = UNKNOWN        
  59. ritzpen= UNKNOWN         
  60. intcafe= UNKNOWN         
  61. firedept= UNKNOWN       
  62. deal = UNKNOWN          
  63. korrest= UNKNOWN         
  64. korbar = UNKNOWN        
  65. korkitch= UNKNOWN       
  66. apart = UNKNOWN          
  67. parktoilet = UNKNOWN    
  68. HarlemProjects= UNKNOWN 
  69. HarlemDrug= UNKNOWN     
  70. JerSave = UNKNOWN        
  71. burgershot = UNKNOWN    
  72. burgershotold= UNKNOWN   
  73. HarlemTopFloor= UNKNOWN  
  74. Irishbar  = UNKNOWN     
  75. boatcabs  = UNKNOWN     
  76. corplobby    = UNKNOWN   
  77. binco = UNKNOWN          
  78. gazwarehouse = UNKNOWN  
  79. bruciechopshop= UNKNOWN 
  80. playboyxlobby= UNKNOWN   
  81. statuestair = UNKNOWN    
  82. waste= UNKNOWN           
  83. Bowl= UNKNOWN            
  84. GunShop= UNKNOWN         
  85. chinagun= UNKNOWN       
  86. harlem_ten= UNKNOWN     
  87. sw_har_decor = UNKNOWN  
  88. sw_har_psh= UNKNOWN     
  89. ten_standard= UNKNOWN   
  90. ten_ornate= UNKNOWN     
  91. ten_modern= UNKNOWN     
  92. cluckinbell = UNKNOWN    
  93. Casino = UNKNOWN        
  94. limooffice = UNKNOWN    
  95. DrugDenStair = Little Jacob's Stairwell into his apartment   
  96. project          
  97. DwayneApart = UNKNOWN     
  98. stair1 = UNKNOWN        
  99. stair2 = UNKNOWN        
  100. MH8_carpark  = UNKNOWN   
  101. MH8_Savehouse= UNKNOWN   
  102. MH8_Showroom = UNKNOWN  
  103. STUDIO_APART01= UNKNOWN 
  104. projectStair = UNKNOWN
TIMECYCLEMODIFIERS2.DAT
 
  1. NIGHTSHADE            
  2. PIZZAREST             
  3. PIZZAREST2            
  4. BRUCIE_STUDIO         
  5. church                
  6. Faustins              
  7. Faustinsbase          
  8. LittleJacobs          
  9. Prison                
  10. BernieCrane           
  11. McRearyHouse          
  12. CopshopOffice         
  13. Michelles             
  14. sopranos              
  15. Manny                 
  16. CIAoffice             
  17. portacabin            
  18. omclub               
  19. elizabetas            
  20. Bada                  
  21. fau3_a                
  22. imbhst                
  23. em_4b                 
  24. g_1                   
  25. g_2                   
  26. g_3                   
  27. em_4                  
  28. df_2                  
  29. df_3                  
  30. lilj1_a               
  31. imfau6                
  32. imfau2                
  33. wedint                
  34. gm_2                  
  35. br_1                  
  36. br_4                  
  37. px_2                  
  38. pxdf                  
  39. rb_4b                 
  40. vla1_a                
  41. vla2_a                
  42. vla4_a                
  43. rom8_b                
  44. pm_3                  
  45. em_1                  
  46. em_2                  
  47. em_3                  
  48. em_5                  
  49. em_7                  
  50. fau4_a                
  51. show_1                
  52. show_2                
  53. show_3                
  54. show_4                
  55. show_5                
  56. show_6                
  57. show_7                
  58. show_8                
  59. rb_4                  
  60. j_1                   
  61. rp_13                 
  62. rom2_a                
  63. rom3_a                
  64. rom5_a                
  65. rom6_a                
  66. rom8_a                
  67. r_9                   
  68. Classic               
  69. Tweaked               
  70. Cinema                
  71. Verte                 
  72. Hot                   
  73. Steel                 
  74. Psyche                
  75. Romantic              
  76. Sepia                 
  77. Muddy                 
  78. Neon                  
  79. Rouge                 
  80. Bronze                
  81. Ulraviolet            
  82. Eclipse               
  83. Noire                 
  84. colors                
  85. Vintage               
  86. Fire                  
  87. Sketch                

inter.
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#218

Posted 09 September 2014 - 03:14 PM

I need ya help. I've tried to edit timecyc for my taste on 1.0.7.0 patch. When I will make any change and save it, game is crashing.


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#219

Posted 23 September 2014 - 01:04 AM

I need ya help. I've tried to edit timecyc for my taste on 1.0.7.0 patch. When I will make any change and save it, game is crashing.

Are you using an editing tool or editing it in a text editor? If it is in a editing tool, then do you get any error codes or messages?


PacketOVerload_x64Bit
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#220

Posted 08 December 2014 - 08:51 PM

Just a bump to let folks interested in timecycle editing know I am update timecycle modifiers slowly."How" to add fake lights, postFXStrength, exposure etc, might be touched on. I'd like to ask ALL folks still interested in timecycle editing or tc modifiers to add what they know here, as I am doing. I will begin compounding information as time permits. See post above for little tc modifiers info.


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#221

Posted 08 December 2014 - 09:05 PM

So timecycle modifiers control the lighting of areas at night, and the lighting in interiors. Right?

 

Just like in the timecyc.dat, there are Color Correction and Desaturation settings in the modifiers - any idea what these are doing? Are they controlling the screen overlay (color correction) and saturation of the ambient lighting colors, or are they affecting the whole game in that area like the normal timecyc.dat?

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PacketOVerload_x64Bit
  • PacketOVerload_x64Bit

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#222

Posted 08 December 2014 - 09:23 PM Edited by PacketOVerload_x64Bit, 09 December 2014 - 12:14 AM.

So timecycle modifiers control the lighting of areas at night, and the lighting in interiors. Right?

 

Just like in the timecyc.dat, there are Color Correction and Desaturation settings in the modifiers - any idea what these are doing? Are they controlling the screen overlay (color correction) and saturation of the ambient lighting colors, or are they affecting the whole game in that area like the normal timecyc.dat?

 

Well, how about I put it forwards with what "I know." I'm no expert.

 

  • Timecycle Modifiers affect:
  • a)  Entire areas of the map after 20:00 HRS
  • b)  Are not affected by TIME other than starting at 20:00 HRS and ending at about 5:00 AM - 6:00 AM (have to test the end time - I don't know).
  • c)  Differing parts of the map, that have different timecycle modifiers, that are physically next to each other, require the same timecycle modifier configuration. I.e.: Star Junction and the greater Algonquin area (MHNoMoon and MH_nomoon all require roughly the same postFXstrength, exposure, direct lights (if you're putting them in) etc.
  • d)  Interiors: With the right setting (i don't know which one yet) timecycle modifiers stay in affect 24hrs a day. This is better than the opposite of changing looks using timecycle. Just use the tc modifier entry for that lcoation to customize the lights, brightness, postFX, DOF, Ambient Occlusion Hack etc. to your liking. I believe it might be "Axis" that does this. I don't know.
  • PostFXStrength, Exposure and Exposure (2) create brightness / overall darkness / brightness and increase the color overlays (for lack of better words). Fopr example: PostFX=1 Exposure=0.1 Exposure(2nd)=0.2 screen is very bright. Exposure=1 and differing areas, usually "top and bottom" of affected area are dark.
  • RGB/A/M Lights: play a huge role. If you had in an RGB direct light such as 82/82/82 with an alpha of 255 and a multiplier of 1.0 you will get a non-overbright, whitish light and adds subtly. with the 1.0 changed to 20.0 very bright direct light in the area the tc modifier is affecting. Obviously 82/82/200 alpha 255 Multiplier 1 will give you a 1-powered bluer light.
  • DoF I set my Min, Med and Max DOF to 0.0. Then in timecycle, set Unknown48 to 1000. This uses a max strength blur at the times you put 1000 in timecycle, and uses your DOF in your FX file better.

 

That's all the time I have at the moment. :) Hint: Check Ice2.1N for a great start at tc modifiers, there's much done in those.

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#223

Posted 08 December 2014 - 10:27 PM

Thanks, I'll definitely take a look.

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PacketOVerload_x64Bit
  • PacketOVerload_x64Bit

    "Graphics Whore"

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#224

Posted 11 December 2014 - 07:24 AM Edited by PacketOVerload_x64Bit, 11 December 2014 - 08:24 AM.

Has anyone put out a 1070 timecycle editing package for 1070? The timecycle reloader, lua etc.

 

Timecycle Modifier Changes GTAIV (Google Tags?: tc modifiers, rgbam, rgb, postFXstrength, exposure, timecycle.dat, enb, icenhancer)

 

Normal (edited) Timecycle Modifier Entry: MH8_Carpark (AmbientLight0)

770fbb371366849.jpg

 

Increased Timecycle Modifier Entry: MH8_Carpark (AmbientLight0 - increased to 100)

4f4d22371367388.jpg

e91d99371366844.jpg

 

 

Normal (edited) Timecycle Modifier Entry: MH8_Carpark (AmbientLight0)

ca4c74371368167.jpg

 

Increased Timecycle Modifier Entry: MH8_Carpark (AmbientLight0 - increased)

4e4957371366840.jpg

 

Timecycle Modifier PostFXstrength increases create darker overall image, can be used to overall dark while lowering Exposure (tc modifier) lowered to say 0.2, to balance light / dark in differing areas.


Phantomic
  • Phantomic

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#225

Posted 19 December 2014 - 11:42 PM

What I use for reloading timecycles in 1.0.7.0 is the TimeCycReloader.asi that comes with EditIV and place it in my main folder. Once in game you must press F5 to reload the timecycle.

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jpm1
  • jpm1

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#226

Posted 29 May 2016 - 03:01 AM Edited by jpm1, 29 May 2016 - 03:02 AM.

sky modifier is sky brightness. useful for tweaking low luminosity skies (dusk...). it also seems that the sky is a kind of dome, top color being the upper part and bottom color the sky on lateral parts. these parts shouldn't be too different one from each other, or you may get weird results (black hole..)


jpm1
  • jpm1

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#227

Posted 2 weeks ago

light sprite size works like this : 0<value<0.9= none, 1<value<1.9=normal size, 2<value<2.9=sprite double size, etc.. there's probably a way to tweak this (using other values), but i didn't find it yet


jpm1
  • jpm1

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#228

Posted A week ago

somebody knows how to get rid of that bubble effect

eg5M5Nq.jpg


T-ru
  • T-ru

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#229

Posted A week ago

somebody knows how to get rid of that bubble effect

eg5M5Nq.jpg

 

OMG this topic is till alive!!

 

Other Parametres of editIV:

 

46 Sun contrast

47 Glow light around sun

 

Also you can put negative values.

 

Good Luck jpm1 :)


jpm1
  • jpm1

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#230

Posted A week ago Edited by jpm1, A week ago.

Thanks it works, but i want no sun contrast. i want a dusk where sun melt with sky. i know it can be done, cause once i made it unintentionnally for rainy day

 

edit: think i got it. it's the opposite you need to choose very low sun contrast values and sun glow suppress = 0. here with sun contrast=0.08, sun glow suppression=0, sun color R=0.9/G=0.2/B=0.9

 

as you can see you barely see the sun limits. my dusk isn't finished yet but i wanted to share my discoverings :)

0GauaUb.jpg

 

B0pDtbE.jpg

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