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VisualV

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gts.
  • gts.

    Please do not walk on the grass

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#1621

Posted 4 weeks ago

IMO that looks nice, maybe a slightly thicker? And 9AM means 09:00?

Yes, 09:00 in 24H format.
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BlackScout
  • BlackScout

    Anjunakuck

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#1622

Posted 4 weeks ago

I wonder what that could be for? :p

For a C&D'd project x) Oh, goddamn.

 

@_CP_

Looks nice.


ZZCOOL
  • ZZCOOL

    http://www.youtube.com/user/taltigolt

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#1623

Posted 4 weeks ago

5avPTtAl.jpgHE5D7hJl.jpg

c8MsjjPl.jpg5ST95hyl.jpg

 

Experiments with RDR clouds :whistle:

now thats clouds


_CP_
  • _CP_

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#1624

Posted 3 weeks ago Edited by _CP_, 3 weeks ago.

VisualV 1.0.320 RELEASED!


 
 
 
 
 
 

ZlrozIW.png


 
 
 
 
 



 
 
 
1.0.320 version:
- Red Dead Redemption clouds have been added. (converted from Max Payne 3)
- Lighting intensity has been changed in overcast and rainy weather.
- Fixed an issue with sun rays under water in halloween weather.

Addon changes:
- Earth Atmosphere script has been rewritten from scratch.
 
 
 
 
 
OpenIV mod Package is included, you can install VisualV in few clicks!
 
 
 
 

nnYIZhM.png


 
SiEViNZl.jpgBnGVJwOl.jpg
5ST95hyl.jpgc8MsjjPl.jpg
 
 
 
 
 
 
 
 
 

YBKGAXy.png


 
 
 
 
 
 
 
 

1.0.320


 
 
 
 
 
 
logo-339cab54e6232e13aeb90990704a65e4325
 
 
mediafire.png
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nkjellman
  • nkjellman

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#1625

Posted 3 weeks ago Edited by nkjellman, 3 weeks ago.

Nice job. I really like it.
 
Regarding the Atmosphere script, it is evolving, but I would change a few things though.
-The cloud zone shouldn't do anything in Sunny weather types. I think it should be left alone.
-There are still clouds showing up above the horizon when the sky starts darkening. Clouds do not form this high.
-Add a reload ini settings key to help with configuration.
-To be honest, I feel that this script could be improved by allowing us to pick the zones for each individual weather type on the ground, along with the option to disable cloud zones in certain weather types. That would be fantastic. I can customize the difference between thinner clouds, and really thick clouds during thunder storms.
-I can't change where the sky starts darkening. Is this done in the games code, and not this script? Before I started the stratosphere at 5500 and ended it at 8500. If it is a parameter in the meta files, how do I change it to behave like my config on the older version?
-Once I am in space, the sky doesn't fully darken. I am still in the atmosphere.
-I'm not sure if the settings are being locked because it seems like dynamic weather is undoing the effects.
 
It is almost like my configurations aren't really changing anything. I can't seem to change where the stratosphere starts and ends. Its way too low for my taste.
 
Take into account, I am using this mod with this. https://www.gta5-mod...pts/super-sonic

The two go together hand and hand and are a great couple.
 
Edit: I think it would help if we had full customization of everything, that would be cool. I could whip up an amazing config. Each weather type would have its own settings.

ReloadINIKey1 =
ReloadINIKey2 =

//W_WEATHERTYPE
-Normal Zone End
-Enable Cloud Zone (T/F)
-Cloud Zone Start
-Cloud Zone Weather Type (If blank, it is unchanged)
-Cloud Zone Cloud Type (If blank, it is unchanged)
-Cloud Zone TimecycModifier (If blank, it is unchanged)
-Freeze Cloud Zone Cloud Type (T/F)
-Freeze Could Zone Weather Type (T/F)
-Cloud Zone End
-Enable Above Clouds Zone (T/F)
-Above Clouds Zone Weather Type (If blank, it is unchanged)
-Above Clouds Zone Cloud Type (If blank, it is unchanged)
-Freeze Above Clouds Zone Weather Type (T/F)
-Freeze Above Clouds Zone Cloud Type (T/F)
-Above Clouds Zone End
-Enable Stratosphere Zone (T/F)
-Stratosphere Zone Start
-Stratosphere Cloud Type (If blank, it is unchanged)
-Freeze Stratosphere Zone Cloud Type (T/F)
-Stratosphere Zone End
-Space Zone Start
-Space Zone Cloud Type (If blank, it is unchanged)

This would be the settings. They would be changeable for every type, so in other words, these settings would be there for all of the weather types in the game. The behavior would be determined by the weather type on the ground. Also, the stratosphere start and end zones would work like the last version. Also, I feel like  Above Clouds Zone End should really be the same as Stratosphere Zone Start, and Stratosphere Zone End should be the same as Space Zone Start.
 
I hope that it won't be too much work to make it behave this way, but I think it will give the user the most control over it as possible. If it was done like this, I would have complete control over all of the effects for each weather type.

I would even considering releasing my configs for this, Sonic Boom, and maybe even Grand Theft Space to the community. I have some amazing ideas as to how to exactly configure each weather type. I just need more freedom to differentiate the weather types. I can simulate all kinds of atmosphere conditions if you guys make it so the ini has that level of freedom.

Edit: Would it be possible to have a turbulence multiplayer for each zone, in each weather type?


Remix1994PL
  • Remix1994PL

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#1626

Posted 3 weeks ago

Thanks for the new version 1.0.320;)

It is a pity that in this version there are no changes with the stop lights and the front flashes of the lamps.

Have you buried, checked with the stop lights and no_corona? Is it possible that in the next update these patches will appear?

Regards


robi29
  • robi29

    VisualV creator

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#1627

Posted 3 weeks ago Edited by robi29, 3 weeks ago.

It'll be released in the next update. Don't worry.

 

 

@nkjellman

Ok, I'll reply by PM.

 

 

 

 

edit:

@Remix1994PL

You wrote about blue light around headlights. Install "No lens flares", it removes them.

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Remix1994PL
  • Remix1994PL

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#1628

Posted 2 weeks ago Edited by Remix1994PL, 2 weeks ago.

I installed No lens flares.oiv, but it removes from what I see in the game only flare from the sun, etc. The vehicle flare still exists and are visible even with the installed No lens flares.oiv

I also want the car flares from the front lights have disappeared + at the same time those from the sun's rays still exist all the time.

 

This is about the effect:

 

 

This effect can be seen at the angle of the camera, as you can see in the film below with 1 passing car does not see it too much, but the second car is already very good.

 


RogueGhost87
  • RogueGhost87

    Wait you mean I can edit this?

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#1629

Posted 2 weeks ago

Hey Guys

 

Awesome Mod, thanks for the openIV package, takes all the hassle out thankfully.

 

I've just got an issue with exporting through Rockstar Editor, I'm Using VisualV with Enhanced Video Export but unfortunately the exported video doesn't contain Visual V in it, I have the mod installed in the mods folder in my gta v directory, would this possibly be a noted issue or am I doing something wrong.

 

Thanks


BabyPanda
  • BabyPanda

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#1630

Posted 2 weeks ago

Hey! 

 

I would like to install the ENB; but I don't know if my computer can work well with it. 

 

My config : 

GTX 960m 

I5-6300HQ 

8 Go RAM

 

Thanks! :)


robi29
  • robi29

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#1631

Posted 2 weeks ago

@Remix1994PL

It's strange, but I've just fixed it. There is another texture, which should be black.

 

@RogueGhost87

I don't know. I never use Rockstar Editor. Maybe _CP_ knows why your recording doesn't contain VisualV.

 

@BabyPanda

Should work. ENB hates Radeon GPUs.


Remix1994PL
  • Remix1994PL

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#1632

Posted 2 weeks ago Edited by Remix1994PL, 2 weeks ago.

@robi29

 

Can you ask for a new "fixed" file on PW for testing?

Does removal of flares for cars also cause the sun flare, etc.?


robi29
  • robi29

    VisualV creator

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#1633

Posted 2 weeks ago

No, it's only affect headlight/taillight flares.


Wakka387
  • Wakka387

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#1634

Posted 2 weeks ago

CP, what kind of stuff could you do to GTA IV? I mean a VisuaIV mod would be rather welcome for those of us who still like to mod & play IV.

Ash_735
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#1635

Posted 2 weeks ago

VisualIV already exists :p
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BlackScout
  • BlackScout

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#1636

Posted 2 weeks ago

VisualIV already exists :p

And so does that

UNQ1cz0.png

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11john11
  • 11john11

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#1637

Posted 2 days ago Edited by 11john11, 2 days ago.

You guys have probably already seen it but this tool now allows timecyc editing while ingame apparently: https://www.gta5-mod...gs-dat-reloader

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_CP_
  • _CP_

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#1638

Posted 2 days ago

Yes, it will be a big help for us.

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nkjellman
  • nkjellman

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#1639

Posted A day ago

Yes, it will be a big help for us.

This makes me look forward to the next update.

 

Speaking of which, there are three tweaks that I'd love to see.

1. I think that the lighting during the day isn't warm enough. I think it should be a tad warmer. You guys got the right thing going though I must say.

2. Would it be possible to whiten up the smog? Its a wee bit too grey.

3. The nights in the countryside look orange and light polluted. I was wondering if you guys could go for more of a moonlight look and make it a tad darker. In the city, the light pollution effect is handled via timecycmodifiers, so it should be possible to do. Not to mention that this is more identical to vanilla.

 

Also, regarding moonlight and timecycmodifiers, it may be possible to simulate moon lighting biased on phases. If you are able to track the moon phases, you may be able to intensify the moon lighting in the countryside. With a full moon, the lighting would look a lot like vanilla. With a full moon, trees could actually cast shadows. When the moon is not full, the lighting would be much darker, and there wouldn't be any shadows. This concept could help make nights have more variation. Usually they would look dark, but a full moon would give off the moonlight effect. This would add very very dark nights, as well as moonlight nights. I wish game developers would do this rather than just one or the other.

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SilverRST
  • SilverRST

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#1640

Posted A day ago

I agree the smog is more grey. And the idea's/suggestion you mentioned are good too.


Remix1994PL
  • Remix1994PL

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#1641

Posted A day ago

Will somebody explain to me what exactly these lines serve? And what can I edit up or down giving different values:

 

# Lod distances for vehicles
car.lod.distance.high    30.00
car.lod.distance.low    140.00





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