[WIP] New Projector headlights cutoff
Posted 10 April 2012 - 01:32 AM Edited by JzztBlazze, 10 April 2012 - 05:45 PM.
This is still a WIP and can be most noticed in the center of the cutoff line where it shifts upwards, it is still a little pixelized, will be fixed. When one of the headlights is broken the texture goes away and you are left with the old circle-like texture, I am looking around as how to fix this.
This will replace the file lights_occluders.wtd and modify visualSettings.dat values.
1. Make a backup somewhere on your pc of the original files going to be replaced/modified..
2. Download .rar file and place "lights_occluders.wtd" in "Grand Theft Auto IV\pc\textures" folder
3. Go to "Grand Theft Auto IV\common\data" and open "visualSettings.dat" with notepad.
4. Scroll down to find #config values for vehice settings.
5. Replace with the one provided in readme (found below).
# car.headlight.color 1.00 1.00 1.00
Save changes and close.
Start game, enjoy your more realistic headlights.
Note: This is something I have been working on in my spare time because I love lights. So if you have any opinions/criticism tell me.
RESULTS MAY VARY DEPENDING ON YOUR GRAPHICS/ENB SETTINGS!!!!!
Here is how to modify the visualSettings.dat values to make this work better for you depending on what you want.
I have googled but have found other people who explain things differently, this is the way I see these values.
car.headlight.angle -0.20 - Angle of the lightbeam pointing down from origin (ex. car headlight) -0.20=-20degrees, KEEP NEGATIVE, positive values will raise the beam up.
# car.headlight.color 1.00 1.00 1.00 - headlight color in RGB spectrum (Red, Green Blue)
car.headlight.color.red 1.00 - Put here the first value of the # car.headlight.color
car.headlight.color.green 1.00 - Put here the second value of the # car.headlight.color
car.headlight.color.blue 1.00 - Put here the third value of the # car.headlight.color
car.headlight.intensity 5.00 - How bright the headlights are (ex. Lumens) the brighter the more lit up surfaces/roads will be.
car.headlight.falloffMax 50.00 - How far the headlight beam will travel, in other words light intensity(ex. candela)
car.headlight.innerConeAngle 20.00 - How wide the beam will be just as it is starting in front of the car (right in front of car headlights)
car.headlight.outerConeAngle 60.00 - How wide the beam will be at the end of the light output (see example below)
car.headlight.emissive.on 5.00 - How bright the coronas.wtd file is when the high beams (default key "H") are enabled.
car.headlight.emissive.off 0.10 How bright the coronas.wtd file is when the low beams are enabled (lights that turn on automatically when you get in car at night) and AI driver's headlights coronas too.
example for car.headlight.falloffMax
| | <- small falloffMax value
| | <- large falloffMax value
\ / <- the length of this value here is the .outerConeAngle (light will fade to black)
\/ <- the length of this value here is the innerConeAngle
| | <- car
For both cases, the bigger the number the wider
example! if numbers were raised
| | <- car
DOWNLOAD Pictures Below
For now I am putting the file here through dropbox until I find out where else to upload it to.
If you want it uploaded somewhere else tell me and I will do so.
Link to download (WIPv1.0): http://dl.dropbox.co.....0mod v1.0.zip
Link to download (WIPv1.1): http://dl.dropbox.co.....0mod v1.1.zip
*centered texture better, smoothed out some details.
Link to download (RELv1.0): http://dl.dropbox.co.....0mod v1.0.zip
*finished readme file
Link to download (RELv1.0): via GTAGarage
First time posting a mod so dont know how well I followed the rules when it comes to posting.
Please tell me if you liked/not etc. Thanks, dont share without my permission.
Posted 14 April 2012 - 07:01 PM
Posted 14 April 2012 - 07:05 PM
Posted 10 November 2012 - 10:38 AM
Posted 10 November 2012 - 11:01 AM
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