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[GTAIV|REL|BETA] ENBSeries graphic modification


BorisVorontsov
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Another movie with my setts:

 

HHnErXC.png


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user posted image

That starfield looks incredibly overwhelming, how is it in motion? The rest of your settings look amazing, been following up on you for quite some time, but there's way too many stars there in my opinion.

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It is easy controlable through enb ini. Everyone can have stars to his own taste, i suppose. Anyway, i needed those stars to check if DOF actually worked on them too.

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The timecyclemodifiers were one of the main reasons I wanted to move my mod to 1.5 settings only, with unified color correction, adaptation, and Ambient Light. This way, my intention was/is to be able to walk around anywhere without light changes, especially at night.

These timecyclemodifiers are zones setup by Rockstar with custom settings that override any modder's custom timecyc.dat settings, so when you enter one of these zones most of that work you put into your timecyc goes out of the window and the timecycmodifier settings kick in.

 

So, say for example, you are setting up Extra Sunny, 12am, and want it nice and dark, you adjust your settings to suit you based on where you are currently stood, looking around to check how it looks, now you walk forward and enter a zone that has a light setting that is much higher than the one you just entered into EditIV, all of a sudden the light is much brighter and now looks more like 10pm rather than 12am. Annoying, is a mild way to put it.

 

How to fix it ? Well, it could be fixed by getting those of us wanting to fix it to map the zones to a map of the cities. Then, a modder could then have their own custom settings for that particular area. You can disable most overrides by using the value -1.0, but using this on all settings doesn't work, and some settings, especially light ones, need some value that isn't -1.0. Also, indoors, and in tunnels, both require their own custom settings, regardless of your timecyc settings. It's a tough one, and one that probably won't be globally used in all mods, as you may need to have your own custom timecycmodifiers.

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DTK - in that case, couldn't a batch editor take modified timecycle settings, compare it to the original and modify the rest of the timecyclemodifers based on the differences? Wouldn't that solve the global settings issues?

 

Like if zone 1 transitioned into a darker zone 2, a program could modify both zone's modifier settings to produce uniformed results? Doesn't sound that hard if a program can lookup all the timecyclemodifyer settings, plug it into a hash table and then adjust differences based on the modified timecycle file.

 

PS: Your texture mod looks really cool. Please consider a release when your finished with it.

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Well, the thing is, that by setting everything to a standardised values fixes one thing and corrupts another.

For example, in one area, near the "plumbers", nights are pretty bright. Ive fixed that through timecyclemodifiers(using your edited ones, but decreased light settings even further). But, at 19pm, shadows at that area disappear completely and it becomes too dark an plain for 19pm. This is stupid, they have separate blocks with their own not only ambient lighting systems, but with own direct sun lighting intensity, shadows and so on. This is frustrating ,the only thing which can somehow mask this is adaptation. But it sometimes doesnt work correctly.

The only way, i suppose, is to adjust timecyclemodifiers, so their settings will correspond to timecyc settings. The only problem: timecyclemodifier is global and there arent separate "rainy - 9am" or "sunny - 6pm" options. Ive no idea how to overcome that. Probably make settings based only on vanilla timecyc.

Myabe there is a way to make enb immune to those files, i dont know how to say that. I think Boris could do that, who knows.

For now I use default timecyclemodifiers. Itll take a lot of time to adjust them to timecyc im using currently. An annoying job.

PS Ive even tried to delete those files. Game runs stable, but in those blocks, which are affected by timecyclemodifiers, everything is pitch-black. Id say - delete those map "boxes" for good. Give us unified map, R*! devil.gif

Just to illustrate the issue:

user posted image

user posted image

Standing still, just turned the camera. Those are from older settings, but still its a problem. Upper screen - the result of my timecyc being overriden. Ugly yellow streetlight, darkness.

 

 

DTK - in that case, couldn't a batch editor take modified timecycle settings, compare it to the original and modify the rest of the timecyclemodifers based on the differences? Wouldn't that solve the global settings issues?

Those files have a bit different structure, so i doubt its possible. Instead of weather types and time settings, they have only names of the areas(sometimes very strange) and settings for them, universal for all weather types and time settings.

Perhaps ill edit desat values in timecyclemodifiers now, so that tomorrow i can release settings without problems with oversaturated nights.

Edited by Dpeasant3
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dpeasant3 - lovely screens. vibrant and great.

 

say, is there a chance u might release two files - one WITH blur and one WITHOUT?

 

i have a feeling that blur looks nice with AA but really bad without and most of us can't run the game with AA.

not to mention that BLUR is not to everyone's taste....

 

also, what's wrong with the night times for you? is the blur the problem?

are the nights playable? are they not too dark, as with so many ENB settings?

 

last question - is there a way to make the overall colors in the game a bit warmer? is there a parameter that put lil more yellow into the overall game?

also is there a way to change the brightness curve so the darkest black remain really dark but the slightly brighter darks are brighter than default? (hard to explain what im tryin to say. something like gamma control i think).

1. Just press "p" ingame and the blur will disappear. biggrin.gif

2. Night - its the problem of the GTA 4 engine, not enb really. In some areas its too bright in some theres complete darkness. DKT already pointed this problem a long time ago. The bug is: the city is divided into blocks and eacj block has its own nighttime lighting settings. Its not seen in vanilla, but gives a serious blow to sensitive enb lighting system. Even minor changes makes huge differences.

3. Colours are controlable through my effect.txt(rgb - separate channel intensity is controlable. You know, red + green = yellow and so on) and enbeffect.fx(DKT`s tone code , but carefull with it)

4. Gamma controls are implemented too, thanks to DKT(again blush.gif ) gamma control code. Its in enbeffect.fx (just ctrl+f - gamma).

user posted image

user posted image

user posted image

Night is seen on one of the screens.

PS You can edit night eye adaptation through enb.ini.

Its

AdaptationMin=

line. The lower, the brighter everything will be. Even shadows during the day, hovewer.

1 - well aren't we clever? smile.gif

but seriously, is it going to be hard for a common user (common = lamer. idiot. simple minded. like me) to remove the blur effect from the effect.txt (or whatever file it is applied through)? as u well know the "P" button also removes motion blur....

 

2 - yeah. i read everything that was said later on and i see how this is one huge headache.

 

3+4 - stupid HLSL, i can't figure out anything in it.

 

and adaptation doesnt help simply because if u turn night into a brighter TOD than day time becomes too bright tounge.gif

i thought adaptation will make bright days darker and dark nights brighter but this doesnt really work like that :\

 

oh well. i know u r doing everything u can to make YOUR settings as constant as possible. i wish you good luck, friend.

Edited by topeira
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This is frustrating ,the only thing which can somehow mask this is adaptation. But it sometimes doesnt work correctly.

 

You could try, as a test, setting the following in both the "noambient" + "NoAmbientmult" in the timecyclemodifiers

 

LumMin LumMax LumAdaptDelay

1.0 1.0 0.0

 

Then try editing the ENB ini as follows

 

 

[ADAPTATION]ForceMinMaxValues=falseAdaptationTime=0.0AdaptationMin=1.0AdaptationMax=1.0AdaptationMinMultiplier=1.0AdaptationMaxMultiplier=1.0

 

 

Just to test whether your problem lies with Adaptation, or something else.

 

 

Myabe there is a way to make enb immune to those files, i dont know how to say that. I think Boris could do that, who knows.

 

It's the "Zone" information that would need to be ignored, otherwise it would be a bit like you tried earlier on, a bit like deleting the files and ending up with dark zones.

 

 

Perhaps ill edit desat values in timecyclemodifiers now, so that tomorrow i can release settings without problems with oversaturated nights.

 

Saturation is ignored in both the timecyc and the timecyclemodifiers, so desat wouldn't do anything. I wish it would, because I really do not like "Global" saturation values where everything has to be the same sat levels.

 

Anyway, one of the reasons for clean roads is to avoid tiling problems, cleaner roads are easier to tile, another is that I'm aiming for a "Cleaner" GTAIV.

 

user posted image

user posted image

 

Although the pic above still shows tiling problems when the engine "flips" the tiles to complete the road.

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dpeasant3 - lovely screens. vibrant and great.

 

say, is there a chance u might release two files - one WITH blur and one WITHOUT?

 

i have a feeling that blur looks nice with AA but really bad without and most of us can't run the game with AA.

not to mention that BLUR is not to everyone's taste....

 

also, what's wrong with the night times for you? is the blur the problem?

are the nights playable? are they not too dark, as with so many ENB settings?

 

last question - is there a way to make the overall colors in the game a bit warmer? is there a parameter that put lil more yellow into the overall game?

also is there a way to change the brightness curve so the darkest black remain really dark but the slightly brighter darks are brighter than default? (hard to explain what im tryin to say. something like gamma control i think).

1. Just press "p" ingame and the blur will disappear. biggrin.gif

2. Night - its the problem of the GTA 4 engine, not enb really. In some areas its too bright in some theres complete darkness. DKT already pointed this problem a long time ago. The bug is: the city is divided into blocks and eacj block has its own nighttime lighting settings. Its not seen in vanilla, but gives a serious blow to sensitive enb lighting system. Even minor changes makes huge differences.

3. Colours are controlable through my effect.txt(rgb - separate channel intensity is controlable. You know, red + green = yellow and so on) and enbeffect.fx(DKT`s tone code , but carefull with it)

4. Gamma controls are implemented too, thanks to DKT(again blush.gif ) gamma control code. Its in enbeffect.fx (just ctrl+f - gamma).

user posted image

user posted image

user posted image

Night is seen on one of the screens.

PS You can edit night eye adaptation through enb.ini.

Its

AdaptationMin=

line. The lower, the brighter everything will be. Even shadows during the day, hovewer.

Jesus Christ.

 

I love it.

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Well, the thing is, that by setting everything to a standardised values fixes one thing and corrupts another.

For example, in one area, near the "plumbers", nights are pretty bright. Ive fixed that through timecyclemodifiers(using your edited ones, but decreased light settings even further). But, at 19pm, shadows at that area disappear completely and it becomes too dark an plain for 19pm. This is stupid, they have separate blocks with their own not only ambient lighting systems, but with own direct sun lighting intensity, shadows and so on. This is frustrating ,the only thing which can somehow mask this is adaptation. But it sometimes doesnt work correctly.

The only way, i suppose, is to adjust timecyclemodifiers, so their settings will correspond to timecyc settings. The only problem: timecyclemodifier is global and there arent separate "rainy - 9am" or "sunny - 6pm" options. Ive no idea how to overcome that. Probably make settings based only on vanilla timecyc.

Myabe there is a way to make enb immune to those files, i dont know how to say that. I think Boris could do that, who knows.

For now I use default timecyclemodifiers. Itll take a lot of time to adjust them to timecyc im using currently. An annoying job.

PS Ive even tried to delete those files. Game runs stable, but in those blocks, which are affected by timecyclemodifiers, everything is pitch-black. Id say - delete those map "boxes" for good. Give us unified map, R*! devil.gif

Just to illustrate the issue:

user posted image

user posted image

Standing still, just turned the camera. Those are from older settings, but still its a problem. Upper screen - the result of my timecyc being overriden. Ugly yellow streetlight, darkness.

 

 

DTK - in that case, couldn't a batch editor take modified timecycle settings, compare it to the original and modify the rest of the timecyclemodifers based on the differences? Wouldn't that solve the global settings issues?

Those files have a bit different structure, so i doubt its possible. Instead of weather types and time settings, they have only names of the areas(sometimes very strange) and settings for them, universal for all weather types and time settings.

Perhaps ill edit desat values in timecyclemodifiers now, so that tomorrow i can release settings without problems with oversaturated nights.

Looks very nice with stars ! could you up screen from star junction ? these settings need to have perfect timecyc just need little adjust colors icon14.gif

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to DKT70

 

the road looks nice, but i think the contrast within the texture is too high. it looks a lot more grainy than what i would expect to see in reality because it contains very bright dots alongside very dark ones. i think it should be a bit more unified.... if u know what i mean.

but it DOES look really nice. love your pavement textures.

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DKT70

Well, desat acutally works with ENB. With some modifications in enbeffect.fx the effect of deast is less pronounced than in default one, but it works.

I mean, ive got desaturaton set to extreme low values during the night time and depth fx is set to low values too(near = 10, far = 100). So, near the character its still colourfull and in the distance its almost greyish, with a slight tint of blue(enbeffect), so that masks uglyness of street lights.

I have lum set to 1.0 already, and anyway, the lighting switches immediately, much faster than the adaptation actually works.

Edit: setting noambient values of lum to -1.0 helped a bit. Now its a bit brighter than my timecyc, but its not as bad as with overdarkness and oversat(though it was fixed yesterday).

Gonna replace rainy with a copy of drizzle(for now) and fix sunny-windy mornings and upload settings here.

settings

http://uploadbox.com/files/13154d73fc/

One note: looks ugly without AA. Cant do much about that, itll require to change several parametres for all weather types and all time patterns. Too much aliased, DOF doesnt work as it should and so on. No problems with AA version, tho.

No AA, ugly as hell:

user posted image

Edited by Dpeasant3
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Hope it looks the same as on my pc and my screenshots. I dont want to be blamed as the person, who photoshops his screens. monocle.gif

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@Dpeasant3 Why do I have to change resolution in .ini when ForceDisplaySize=false ?

Edited by vosszaa
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@Dpeasant3 Why do I have to change resolution in .ini when ForceDisplaySize=false ?

Because this

ForceDisplaySize=false

has nothing to do with AA.

____________________

Dont forget to turn off "real time duration" if youre playing with trainer, or the adaptation wont work and youll get brightness issues.

 

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@Dpeasant3 Why do I have to change resolution in .ini when ForceDisplaySize=false ?

Because this

ForceDisplaySize=false

has nothing to do with AA.

____________________

Dont forget to turn off "real time duration" if youre playing with trainer, or the adaptation wont work and youll get brightness issues.

Wait, you tweaked adaption values to run in sync with the ingame time? Holycrap.

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No, it was so from the very beginning.

Real-time enabled, adaptation fails to work(specially made the same screens as game4life):

user posted image

 

Real-time off(default game time speed):

 

user posted image

 

Ive noticed that a long time ago. Hovewer, there is also a solution. When you change weather type, or switch from day to nigh, or morning, press shift+f12 to reset enb and it should adapt correctly. But its annoying.

Anyway, i still have a lot of things to do with the timecyc. sigh.gif

Edited by Dpeasant3
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thanks man..

 

but your settings eats more fps than chavez oder l3evo. with ambient occlusion ON to much

 

i need a better graphic card biggrin.gif

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rig:

i5 750 @4Ghz

4GB DDR3 @1913Mhz

GTX 275 1792 SSC (means super super oc)

 

running with 1920x1080 Resolution

 

 

 

kkk i restarted my win7 and now i got 15fps inside but only 10fps outside. this is still too low. Some Tweak suggestions ?

Edited by s1len7r0b
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DKT70

Well, desat acutally works with ENB. With some modifications in enbeffect.fx the effect of deast is less pronounced than in default one, but it works.

I mean, ive got desaturaton set to extreme low values during the night time and depth fx is set to low values too(near = 10, far = 100). So, near the character its still colourfull and in the distance its almost greyish, with a slight tint of blue(enbeffect), so that masks uglyness of street lights.

I have lum set to 1.0 already, and anyway, the lighting switches immediately, much faster than the adaptation actually works.

Edit: setting noambient values of lum to -1.0 helped a bit. Now its a bit brighter than my timecyc, but its not as bad as with overdarkness and oversat(though it was fixed yesterday).

Gonna replace rainy with a copy of drizzle(for now) and fix sunny-windy mornings and upload settings here.

settings

http://uploadbox.com/files/13154d73fc/

One note: looks ugly without AA. Cant do much about that, itll require to change several parametres for all weather types and all time patterns. Too much aliased, DOF doesnt work as it should and so on. No problems with AA version, tho.

No AA, ugly as hell:

user posted image

hey thz for the settings! biggrin.gif

which patch should i use?

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I don't know why, but Dpeasant3 settings crashes my game after gta iv has loaded the savegame.

Hey! smile.gif

I have tryed other settings and my game crashes to

Ands i just delete my Gta Saved games map and it will run smile.gif

 

but i dont know the patch i shuld use to run this?

Edited by 3lajitz
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