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[GTAIV|REL|BETA] ENBSeries graphic modification


BorisVorontsov
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My HD4830 with overclock on old drivers (10.3) works fine with ENB Series 0.082 with AA enabled for over one hour. Maybe newer drivers break old hardware because sales are low. tounge.gif

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MasterKontrol

 

The plane is not a stand-alone model. It's part of the map. You can see it's wheels are not moving. Just an animated object.

 

BTW nice sets guys, wish we could have that much option for EFLC biggrin.gif

Oh bummer..... thanks for that rob..... also... your handling configs are the best bar none! Choice Excellent!

 

the team of smokey & you is perfect!

 

@ikt "Maybe newer drivers break old hardware because sales are low."

 

man.... wouldn't surprise me at all!

Edited by MasterKontrol
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Yeah i hear ya there...... starting to sh*t me a bit too.... but it is worth it..... i intend to finish full mod (which is massive) and at about 80% final

then actually fresh install, add mod, and play from the start to finish one last time.... hoping GTA V is anywhere near us after that, or even better, a PC release of RED DEAD.....

 

Also to you DKT... if you need any WTD file UPSIZED to ANY resolutions... give it to me and i will provide..... a little trick that i don't think any1 has realized with gtexture

that i have and have used to great effect already...... trust me it will blow your mind....

 

PM me if you want specifics...... but i will release the details anyway soon as i release the mod!

 

Minimum texture size for me now is 1024x1024...... thats on every texture... my clothes and face textures are 4096x4096 (Super Detailed)

 

All my roads start off as 2048x2048 multi-layered textures, then flattened and then either spline36 or Lanczos resized, depending on how sharp I want them, to 512x512. The 2048x2048 roads look good, but I can only work properly once they're at 512 since scaling is important or you'll end up with tarmac grain the size of Niko's hands, and leaves the size of wheels. The only other option is 1024x1024, less memory footprint, easier to work with, and I can upscale my test-scale image to 1024x1024.

Thing is, surely 2048x2048 textures will drastically load vram usage and make the game lag even more than it already does ?

At the moment, one single 2048x2048 road texture takes up over 2Mb, compared to 350-500k per 512x512 road texture.

 

I take it, the trick here is a blank 2048x2048 texture inserted into a wtd ?

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MasterKontrol

 

Yeah i hear ya there...... starting to sh*t me a bit too.... but it is worth it..... i intend to finish full mod (which is massive) and at about 80% final

then actually fresh install, add mod, and play from the start to finish one last time.... hoping GTA V is anywhere near us after that, or even better, a PC release of RED DEAD.....

 

Also to you DKT... if you need any WTD file UPSIZED to ANY resolutions... give it to me and i will provide..... a little trick that i don't think any1 has realized with gtexture

that i have and have used to great effect already...... trust me it will blow your mind....

 

PM me if you want specifics...... but i will release the details anyway soon as i release the mod!

 

Minimum texture size for me now is 1024x1024...... thats on every texture... my clothes and face textures are 4096x4096 (Super Detailed)

 

All my roads start off as 2048x2048 multi-layered textures, then flattened and then either spline36 or Lanczos resized, depending on how sharp I want them, to 512x512. The 2048x2048 roads look good, but I can only work properly once they're at 512 since scaling is important or you'll end up with tarmac grain the size of Niko's hands, and leaves the size of wheels. The only other option is 1024x1024, less memory footprint, easier to work with, and I can upscale my test-scale image to 1024x1024.

Thing is, surely 2048x2048 textures will drastically load vram usage and make the game lag even more than it already does ?

At the moment, one single 2048x2048 road texture takes up over 2Mb, compared to 350-500k per 512x512 road texture.

 

I take it, the trick here is a blank 2048x2048 texture inserted into a wtd ?

YEP to everything mate....

 

but.... i don't seem to see a fps hit at all with bigger textures

also.... although i like your road work, i don't/won't use them as i have done my own, and i have no need to resize them at all, but good tip on the resizing of yours... i may try to upscale some of the more used ones,

but would of course have to balance the look with not so detailed ones...probably won't bother actually.

 

and i think that you wouldn't barely notice much, if any fps hit, with objects because they are fairly sparse, and i am only doing things worth doing (for me that is)

e.g clothes, player, guns, cars, and some environmental objects.... (trees and some signs/shops)

 

Good knowledge of tex editing bro!

It's where my main modding love comes from! blush.gif

 

All the best with yours, and i hope you achieve what your after.... oh yeah, i DO like your roads, just not for me.... far to clean.... here in australia our roads suck, but are gradually getting better/smoother so i do most my graphics to basically look like MY environment (clouds, trees etc)

 

Peace Tronics colgate.gif

 

Edit - sorry, forgot to ask, which resizer Prog do u tend to use for best effect and spline36 or lanczos? your opinion?

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silverbullet1989

stupid question coming, but why is eflc different when it comes to using the enb shader? isnt it the exact same engine? blush.gif

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MasterKontrol
stupid question coming, but why is eflc different when it comes to using the enb shader? isnt it the exact same engine? blush.gif

for the same reason that ENB only works up to the 5th patch (1.0.0.5) but most use 1.0.4.0...

 

EFLC starts at Basically GTA version 1.0.7.0 type shaders which ENB cannot use Correctly....

 

thats about it i think....there are "working" versions of ENB for EFLC around... google it and see if haven't already colgate.gif

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Edit - sorry, forgot to ask, which resizer Prog do u tend to use for best effect and spline36 or lanczos? your opinion?

 

I use avisynth, best free resizers on earth, and use the following script in batch mode on a whole directory.

 

 

ImageSource("D:\Textures\Roads\Boham\dc_roadsmooth04.png")# BilinearResize(512,512) # Soft# BicubicResize(512,512) # Standard# Lanczosresize(512,512) # SharpSpline36Resize(512,512) # Sharpest

 

 

Just untag a resizer depending on preference, use Bilinear if your texture turns to pea soup after a resize, or Spline36 if you wish to retain sharpness without re-shaperning after going to 512x512. These make good scalers as well, going 2x often looks good enough for IV.

 

As for the roads, they will always be a preference with everyone. The old ones were always a test for better things, did you try the latest ones ? They are more scruffier, not so clean. But you have to remember that the more detail you put into these roads the harder they are to tile properly, so the more scruffy and broke up they are the harder they will be to make them tile both vertically and horizontally, since the game seems to flip, stretch, and mirror them at will and without my control.

If you look at this shot,

http://img404.imageshack.us/img404/1432/image28x.jpg

That is about as scruffy as I can get them with good tiling. Of course, the other way is to completely ignore RStar's road layout and come up with my own, but that woud mean somehow getting to the road layout map, and I don't have a clue where that is stored.

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thumbnails damn it !!!

 

---

new audi with custom polish embassy plates...

 

user posted image

sth is wrong with my commandline.. the quality of pictures

and the game is bad.. wtf is wrong :|

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silverbullet1989
stupid question coming, but why is eflc different when it comes to using the enb shader? isnt it the exact same engine?  blush.gif

for the same reason that ENB only works up to the 5th patch (1.0.0.5) but most use 1.0.4.0...

 

EFLC starts at Basically GTA version 1.0.7.0 type shaders which ENB cannot use Correctly....

 

thats about it i think....there are "working" versions of ENB for EFLC around... google it and see if haven't already colgate.gif

follow up stupid question then tounge2.gif im using gta 1.0.7.0 and i have eflc ready to download next week wen my internet usage gets reset, i have a working set of enb files, so should i be able to use them on eflc or do i have to use someone's specially made ones?

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Chavez,Feb 11 2011, 17:08]user posted image

sth is wrong with my commandline.. the quality of pictures

and the game is bad.. wtf is wrong :|

I thought that was real wow.gifwow.gifwow.gifwow.gif

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MasterKontrol
stupid question coming, but why is eflc different when it comes to using the enb shader? isnt it the exact same engine?  blush.gif

for the same reason that ENB only works up to the 5th patch (1.0.0.5) but most use 1.0.4.0...

 

EFLC starts at Basically GTA version 1.0.7.0 type shaders which ENB cannot use Correctly....

 

thats about it i think....there are "working" versions of ENB for EFLC around... google it and see if haven't already colgate.gif

follow up stupid question then tounge2.gif im using gta 1.0.7.0 and i have eflc ready to download next week wen my internet usage gets reset, i have a working set of enb files, so should i be able to use them on eflc or do i have to use someone's specially made ones?

Yeah i would think that if u are using ENB on 1070 GTA 4. then it "Should" Work ok on EFLC...... other than that, there are other EFLC sets around if you look!

 

Best of luck! smile.gif

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Hmm I noticed that enb indeed was working, but a lot of the effects are not functioning correctly, such as reflections and the night sky with the stars.

hmmm. are you using the enbeffect.fx, enbclouds.fx and enbbloom.fx files from the version of enb u are using? if not do that.. other than that backup the shaders folder u have now

 

and then use the 1040 shaders and try again, no difference? if so, could be your timecyc.dat or enbseries.ini has some effects turned to FALSE when should be TRUE....

 

EDIT - Actually start with the enbseries.ini file and go down the list and make sure you have

 

[ENGINE]

ReflectionsForceHighPrecision=true

ReflectionsExtremePrecision=true

 

[EFFECT]

EnableBloom=true

EnableSkyLighting=true

 

[sKY]

StarsUseCustomTexture=true

These are my settings:

 

 

[PROXY]L3EVO by gp65cj042 & lpf312

EnableProxyLibrary=true

InitProxyFunctions=false

ProxyLibrary=d3d9_1.dll

 

[GLOBAL]

AdditionalConfigFile=enbseries2.ini

UseEffect=true

CyclicConfigReading=true

ForceNVidiaCard=true

ForceNVidiaCaps=true

 

[ENGINE]

ForceDisplaySize=false

ForceAntialiasing=false

ForceDisplayRefreshRate=false

ForceAnisotropicFiltering=true

MaxAnisotropy=16

AntialiasingQuality=1

DisplayRefreshRateHz=60

DisplayWidth=1920

DisplayHeight=1080

ReflectionsForceHighPrecision=true

ReflectionsExtremePrecision=true

 

[EFFECT]

EnableBloom=true

EnableAmbientOcclusion=true

EnableSkyLighting=true

UseOriginalPostProcessing=false

 

[iNPUT]

KeyUseEffect=123

KeyCombination=16

KeyScreenshot=44

KeyAmbientOcclusion=121

 

[bLOOD]

ReflectionAmount=1.0

SpecularPower=0.8

 

[TREE]

LeavesReflectionAmount=0.003

LeavesSpecularPower=0.04

LeavesAmbientAmount=0.55

LeavesColorMultiplier=1.1

LeavesColorPow=1.0

 

[bUILDING]

WindowLightIntensity=1.5

 

[LIGHT1] //siren and some internal

LightIntensity=1.5

LightAOAmount=1.4

LightILAmount=0.0

EdgeLighteningAmount=0.0

ColorPow=1.4

LightCurve=1.0

 

[LIGHT2] //street light

LightIntensity=1.0

LightAOAmount=1

LightILAmount=0

EdgeLighteningAmount=0.3

ColorPow=2.3

LightCurve=1.0

 

[LIGHT3] //car front light

LightIntensity=1.1

LightAOAmount=0.0

StarsAmount=2.5

StarsIntensity=4.0

LightILAmount=6.0

EdgeLighteningAmount=0.4

ColorPow=1.5

LightCurve=1.0

 

[LIGHT4] //secondary

LightIntensity=1.1

LightAOAmount=0.0

LightILAmount=4.0

EdgeLighteningAmount=0.0

ColorPow=1.2

LightCurve=1.0

 

[LIGHT5] //ambient spheres

LightIntensity=1.6

LightAOAmount=0

LightILAmount=1

EdgeLighteningAmount=0.0

ColorPow=1.4

LightCurve=1.0

 

[LIGHT6] //ambient spheres for omni light

LightIntensity=1.6

LightAOAmount=0

LightILAmount=1

EdgeLighteningAmount=0.0

ColorPow=1.4

LightCurve=1.0

 

[CARHEADLIGHT]

EmissiveMuliplier=4.0

LightIntensity=1.1

 

[LIGHTSPRITE]

UseExternalTexture=true

Intensity=1.6

IntensityInReflection=4.0

UseRays=true

RaysNumber=5

RaysIntensity=0.3

RaysRateOfChange=10.0

RaysLength=1.0

 

[CARWINDOWGLASS]

ReflectionAmount=1.3

SpecularPower=100.0

SpecularAmount=10.0

 

[CHROME]

ReflectionFront=1.45

ReflectionSide=0.1

SpecularPower=100.0

SideFade=1.0

MetallicAmount=0.0

 

[WHEELS]

ReflectionFront=0.2

ReflectionSide=2.0

SpecularPower=0.1

SideFade=1.0

MetallicAmount=0.0

 

[REFLECTION1]

ReflectionFront=0.8

ReflectionSide=0.9

SpecularPower=9.0

SideFade=9.0

MetallicAmount=0.022

 

[REFLECTION2]

ReflectionFront=0.8

ReflectionSide=0.9

SpecularPower=9.0

SideFade=100.0

 

[REFLECTION3]

ReflectionFront=0.8

ReflectionSide=0.9

SpecularPower=9.0

SideFade=100.0

 

[bLOOM]

BloomQuality=2

BlueShiftAmount=0.0

Radius1=12.0

Radius2=28.0

Contrast=3.0

 

[sSAO_SSIL]

ApplyAntialiasing=true

SamplingQuality=0

SamplingRange=0.1

SizeScale=0.4

SourceTexturesScale=0.4

FilterQuality=0

AOAmount=1.4

ILAmount=1.8

EdgeLighteningAmount=20.0

 

[sHADOW]

FilterQuality=1

 

[ADAPTATION]

ForceMinMaxValues=true

AdaptationTime=1.0

AdaptationMin=0.85

AdaptationMax=0.85

AdaptationMinMultiplier=1.0

AdaptationMaxMultiplier=1.0

 

[ENVIRONMENT]

DirectLightingIntensity=0.6

NightLightingIntensity=1.1

DirectLightingCurve=0.66

ReflectionAmountMultiplier=0.8

SpecularAmountMultiplier=1.0

SpecularPowerMultiplier=1.0

ColorPow=1.57

AmbientSunMultiplier=0.3

AmbientSkyMultiplier=1.0

AmbientSunSaturation=1.0

AmbientSkySaturation=1.0

 

[sKYLIGHTING]

FilterQuality=2

AmbientSunMix=2.0

AmbientSkyMix=4.0

AmbientContrast=1.3

AmbientMinLevel=0.3

 

[sKY]

AzimuthHeight=1.5

AzimuthMultiplier=0.5

TopColorMultiplier=0.7

ColorSaturation=0.0

ColorPower=3.1

SunIntensity=1.0

SunMaxBrightness=100.0

SunColorFilterR=1.0

SunColorFilterG=0.9

SunColorFilterB=0.8

SunColorFilterCurve=5.0

SunCoronaCurve=3.0

SunCoronaIntensity=1.5

SunDesaturation=0.3

OverallPower=1.0

OverallIntensity=2.0

CloudsCurve=3.0

CloudsIntensity=1.6

CloudsDesaturation=0.7

CloudsEdgeClamp=0.5

CloudsEdgeIntensity=1.0

CloudsEdgeRange=6.0

 

 

I was using these same settings before and getting much better results. Looked amazing.

I reinstalled patch 1004, and some of the effects such as the stars were working again, but most of the other shaders did not seem to be.

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MasterKontrol
Edit - sorry, forgot to ask, which resizer Prog do u tend to use for best effect and spline36 or lanczos? your opinion?

 

I use avisynth, best free resizers on earth, and use the following script in batch mode on a whole directory.

 

 

ImageSource("D:\Textures\Roads\Boham\dc_roadsmooth04.png")# BilinearResize(512,512) # Soft# BicubicResize(512,512) # Standard# Lanczosresize(512,512) # SharpSpline36Resize(512,512) # Sharpest

 

 

Just untag a resizer depending on preference, use Bilinear if your texture turns to pea soup after a resize, or Spline36 if you wish to retain sharpness without re-shaperning after going to 512x512. These make good scalers as well, going 2x often looks good enough for IV.

 

As for the roads, they will always be a preference with everyone. The old ones were always a test for better things, did you try the latest ones ? They are more scruffier, not so clean. But you have to remember that the more detail you put into these roads the harder they are to tile properly, so the more scruffy and broke up they are the harder they will be to make them tile both vertically and horizontally, since the game seems to flip, stretch, and mirror them at will and without my control.

If you look at this shot,

http://img404.imageshack.us/img404/1432/image28x.jpg

That is about as scruffy as I can get them with good tiling. Of course, the other way is to completely ignore RStar's road layout and come up with my own, but that woud mean somehow getting to the road layout map, and I don't have a clue where that is stored.

Mate Thanks heaps for your time answering! appreciated!

 

1) I will try avisynth, heard it and virtualdub were the go but, i actually grabbed - perfect resize 7, Qimage and ReShade for the testing...... they seem to be the ducks nuts as far as i've read....

 

2) The pic you referenced me to is pretty good, quite close to what i am using (just layered, slightly darkened and sharpened originals) which are more like the roads i see everyday....

 

3) I would have thought the "road layout" would be connected to WPL files? or whatever the map definition files are.... is that wrong? just would be where i would start.....

 

Anyway, thanks heaps for the sharing of knowledge and ideas DKT.... again, all the best! smile.gif

 

 

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MasterKontrol

------JAKKQ----------

 

Man!! could you not have done/checked what i asked you to WITHOUT posting 2 miles of your .ini file??? seriously dude.......

 

here is what YOU are missing off the bottom of your [sKY] part....

 

just copy and paste this after the line

 

CloudsEdgeRange=6.0

 

then change values to whatever u use!

 

StarsUseCustomTexture=true

StarsAmount=1.28

StarsIntensity=2.92

StarsBrightness=2.68

MoonIntensity=64.0

MoonGamma=0.24

MoonSize=0.048

MoonLightingCurve=0.64

NightCloudsEdgeClamp=2.88

NightCloudsEdgeIntensity=7.88

NightCloudsEdgeRange=6.0

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Chavez,Feb 11 2011, 12:08]thumbnails damn it !!!

 

---

new audi with custom polish embassy plates...

 

user posted image

sth is wrong with my commandline.. the quality of pictures

and the game is bad.. wtf is wrong :|

damn!!!! nice shot Chavez icon14.gif

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hi everybody , i have make a video on my modding gtaIV

 

my config is

E8500

gtx460

4GO DDR2

asus P5KLN/1600

 

comment please , thanks

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@DKT70

What parametrs do you edit in timecycle to get different colour of bottom sky?

 

Jesus man! It's very important for me, but for you better is ignoring me!

 

user posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted image

Edited by City_Poke912

HHnErXC.png


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1) I will try avisynth, heard it and virtualdub were the go but, i actually grabbed - perfect resize 7, Qimage and ReShade for the testing...... they seem to be the ducks nuts as far as i've read....

 

 

I use AvsP, it's a great, simple-to-use NLE, although not a full-blown NLE, a fully working NLE has always been either a myth, or vapourware.

ReShade is good, but not free, Qimage isn't a patch on avisynth's resizers, and resize 7 I don't know about.

Remember, there are many ways of resizing in avisynth, including the mythical super resolution, although one does exist.

For example, here is a script for Lanczosplusv3.

 

 

SetMemoryMax(512)Import("C:\Program Files (x86)\AviSynth 2.5\plugins\Lanczosplusv3.avs")ImageSource("D:\Textures\Tests\Road_test_3")ConvertToYV12(interlaced=false) # Preferred.# ConvertToRGB32(interlaced=false) # Use this if you get banding.Lanczosplusv3(512, 512, cstr=1.5, depth=3)

 

 

That runs well and looks good. But we can get better, and slower biggrin.gif

 

 

SetMemoryMax(512)LoadPlugin("C:\Program Files (x86)\AviSynth 2.5\plugins\nnedi.dll")Import("C:\Program Files (x86)\AviSynth 2.5\plugins\Fastlinedarken.avs")# Import("C:\Program Files (x86)\AviSynth 2.5\plugins\Dehalo_alpha.avsi") # Note, only import if exists in other directory, not plugins (avsi auto loads)image=ImageSource("D:\Textures\Tests\Road_test_3")# pixel_type = "Y8" (8-bit greyscale), "RGB24", "RGB32"r=image.ShowRed("YV12").nnediresize_YV12().dehalo_alpha().fastlinedarken().LimitedSharpenFaster().ConvertToRGB32()g=image.ShowGreen("YV12").nnediresize_YV12().dehalo_alpha().fastlinedarken().LimitedSharpenFaster().ConvertToRGB32()b=image.ShowBlue("YV12").nnediresize_YV12().dehalo_alpha().fastlinedarken().LimitedSharpenFaster().ConvertToRGB32()MergeRGB(r,g,b)function nnediresize2x(clip c, bool pY, bool pU, bool pV){v = c.nnedi(1, dh=true,Y=pY,U=pU,V=pV).turnleft()v = v.nnedi(1, dh=true,Y=pY,U=pU,V=pV).turnright()return v}function nnediresize_YV12(clip c){return nnediresize2x(c,true,true,true)}

 

 

This is a amazing 2x upscaler, and would put ReShade to shame, but it's slow - so batch loading a whole directory full of images will take a few hours, although there is no multi-threading going on in this script.

 

 

3) I would have thought the "road layout" would be connected to WPL files? or whatever the map definition files are.... is that wrong? just would be where i would start.....

 

 

I have looked around many WPL files, in and around the wtd files, and in many other files but I can't find what I'm looking for, unless it's hardcoded somewhere. I was hoping for a text-like file with info for road layouts for each city, orientation, layering, etc.. This would allow for soooo much more variation in the roads, one could have a nice long stretch of road without the usual repetition of the same texture joined, flipped, mirrored, and stretched.

 

One thing where your 2048x2048 textures would work well is junctions, the game takes a 512x512 texture and stretches it 4x4 to 2048x2048, so they look bad at times.

 

Just to add, nice to have a bit of discussion in this forum, for a change. icon14.gif

Edited by DKT70
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@DKT70

What parametrs do you edit in timecycle to get different colour of bottom sky?

 

Jesus man! It's very important for me, but for you better is ignoring me!

 

(pictures)

You mean what was being discussed on the middle of this page?

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MasterKontrol

 

1) I will try avisynth, heard it and virtualdub were the go but, i actually grabbed - perfect resize 7, Qimage and ReShade for the testing...... they seem to be the ducks nuts as far as i've read....

 

 

 

Remember, there are many ways of resizing in avisynth, including the mythical super resolution, although one does exist.

 

 

 

That runs well and looks good. But we can get better, and slower biggrin.gif

This is a amazing 2x upscaler, and would put ReShade to shame, but it's slow - so batch loading a whole directory full of images will take a few hours, although there is no multi-threading going on in this script.

 

I have looked around many WPL files, in and around the wtd files, and in many other files but I can't find what I'm looking for, unless it's hardcoded somewhere. I was hoping for a text-like file with info for road layouts for each city, orientation, layering, etc.. This would allow for soooo much more variation in the roads, one could have a nice long stretch of road without the usual repetition of the same texture joined, flipped, mirrored, and stretched.

 

One thing where your 2048x2048 textures would work well is junctions, the game takes a 512x512 texture and stretches it 4x4 to 2048x2048, so they look bad at times.

 

Just to add, nice to have a bit of discussion in this forum, for a change. icon14.gif

1) Yeah, i just installed Perfect Resize 7, bout to test, it "boasts" a super res-like algorythm..... but we will see....... nervous.gif

 

2) Hehehehe, yeah man, know what you mean.. But, I DO like to take time on textures.....(have been known to edit a single texture until right, for over 12hrs Str8) so time isn't a biggy for me! blush.gif as they say "Measure Twice, Cut Once"

 

3) On the WPL side.... surely it must be an entry somewhere in maps?..... i really think it would be silly to place that kind of info anywhere else (hardcoded) but again.... it's R* confused.gif

 

4) I will probably do the 2048x2048 on them (Intersections) AND was thinking slightly off that Topic, that i will keep the clothes to 2048 also, just mainly for space more than anything.. i will test 4096 but i don't think i can get better textures on them other a TOTAL redo... which i'm not interested in at the moment, too much to do as it is! sneaky2.gif But the face textures are DEFINITELY Going 4096!

 

and 5) Awesome man, it is nice i agree, i am not actually very "Net Savvy" (Know my way round & a few tricks but) i get in, i get out, quick and clean if i can help it!

hahahaa.........

 

anyway get back to ya when i get the result of test and some results of my own!

 

As always, all the best! icon14.gificon14.gificon14.gif

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@city_prick912 suicidal.gif

ur answer is all over the internet, iv already replyd to you that if u open the original timecyc, you will see the coloumn heading Sky bot.... just incase u r too lazy to count, its the 13/14/15th set of numbers from the left. hopefully you know which side left is devil.gif

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Isn't there any config for download anymore? Some weeks ago it was all about config releases, sharing and caring and whatever.

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silverbullet1989
stupid question coming, but why is eflc different when it comes to using the enb shader? isnt it the exact same engine?  blush.gif

for the same reason that ENB only works up to the 5th patch (1.0.0.5) but most use 1.0.4.0...

 

EFLC starts at Basically GTA version 1.0.7.0 type shaders which ENB cannot use Correctly....

 

thats about it i think....there are "working" versions of ENB for EFLC around... google it and see if haven't already colgate.gif

follow up stupid question then tounge2.gif im using gta 1.0.7.0 and i have eflc ready to download next week wen my internet usage gets reset, i have a working set of enb files, so should i be able to use them on eflc or do i have to use someone's specially made ones?

Yeah i would think that if u are using ENB on 1070 GTA 4. then it "Should" Work ok on EFLC...... other than that, there are other EFLC sets around if you look!

 

Best of luck! smile.gif

thanks for the advice, i know you lot hate people asking questions about things they know very little about confused.gif

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My final ini settings on EFLC no patch after 4 days of tests and configuration with reality eye based, enb is 0.81 (only skylightning effect) timecyc from depeasant3, performance enhanced without clipping (30-35 fps fluid 1680x1050 on a 4870 512mb)

user posted image

user posted image

user posted image

user posted image

user posted image

user posted image

comment smile.gif

 

special tanks to workers icon14.gif :

- Boris for this awesome enb

- Depeasant3 for his realistic timecyc

- DKT70 for his great road texture

all other workers and enb contributors for help to make my game more realistic cool.gif

 

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MasterKontrol
Isn't there any config for download anymore? Some weeks ago it was all about config releases, sharing and caring and whatever.

go back 10 or 20 pages and look mate!

 

they are on here in abundance! colgate.gif

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There is one issue I have, and it no doubt has to with my personal setup (Win XP, ATI, etc etc)--and that is that some blacks are a little too black. There is a slight loss of detail--Nico's black suit for instance, can't see buttons or any details on his suit, just black. (I can post a screen if you'd like.) I set brightness, contrast and saturation as per your instructions. Tried tweaking contrast to see if I could lighten blacks but contrast appears to be disabled, while the other two settings can still be adjusted.

 

Someone else mentioned the same. If you could post weathers + times, or is it global across all weathers and times ?

Thing is, I do this on a 19" LCD Monitor, now I tried this mod on a mate's PC on his Samsung 47" HDTV at 1080p and it was a lot darker than mine, possibly because the TV has things like Dynamic, Movie, etc.. for Colors and his is set on one of those.

 

Anyway, post the weathers and times affected and I'll see if there is a easy fix. I still have to do indoors, I haven't even started yet, although I'm pretty-sure I tried experimenting with the Museum in the park, try there and see if it looks different.

 

Forgot to add, thanks for the pics comments. Progress is slow, but so far it's as follows, Sunny, Cloudy, Rain, Drizzle, Fog, all 9am to 6pm done. The rest need 9am to 6pm to work, then tie the times together, finish sunrises/sunsets, and finally work on nights.

 

This is by far THE most complex mod I have done yet, it uses a effect file for a technicolor effect - edited to lose the red-ish green effect but keep the slight hue change, a screen softner + sharpener - lessens aliasing when you sharpen a already sharp screen, color correction using Boris' new 0.82 effect, a custom enbeffect.fx using parts of 0.79 and 0.82 along with his new motion blur, and a custom-made detail map using 0.82's detail map feature.

As far as I can tell, it is global. My trainer stopped working for some reason so I haven't tested it with every variable, but I have a lot of saved games with different times/weathers etc, and they all have the very dark blacks. I'll try to get the trainer working again (do you have one you recommend?) to see if it truly is universal. It is possible that black detail that shows up on your monitor is lost on a different monitor (I have an older LCD S-PVA monitor). If I had another monitor to test it with I would, but I do not.

 

I was experimenting a bit with your non-enb set and I'm very happy to say that your most recent visdat and shaders do work excellently with enb (although of course the timecyc is a different matter.) I'm currently using them with Dpeasant3's timecyc (based, I believe, on yours) and his enbseries.ini, tweaked slightly to fix the white sky problem, and I have to say I'm just blown way. Just walking around the city is fun because it looks so good. I liked the shot of the road mod you recently posted so I might throw that into the mix as well. You mentioned frame rate issues with modding roads ... did you lose any FPS with yours?

 

Panimala -- DKT just posted his new, non-enb set here:

 

http://www.gta4-mods.com/misc/realityiv-16...cycle-mod-f7304.

 

I highly recommend it. And there are plenty of enb sets linked throughout this thread. Dpeasant's, based on .79, is one of the best IMO. It is linked in his sig.

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MasterKontrol
stupid question coming, but why is eflc different when it comes to using the enb shader? isnt it the exact same engine?  blush.gif

for the same reason that ENB only works up to the 5th patch (1.0.0.5) but most use 1.0.4.0...

 

EFLC starts at Basically GTA version 1.0.7.0 type shaders which ENB cannot use Correctly....

 

thats about it i think....there are "working" versions of ENB for EFLC around... google it and see if haven't already colgate.gif

follow up stupid question then tounge2.gif im using gta 1.0.7.0 and i have eflc ready to download next week wen my internet usage gets reset, i have a working set of enb files, so should i be able to use them on eflc or do i have to use someone's specially made ones?

Yeah i would think that if u are using ENB on 1070 GTA 4. then it "Should" Work ok on EFLC...... other than that, there are other EFLC sets around if you look!

 

Best of luck! smile.gif

thanks for the advice, i know you lot hate people asking questions about things they know very little about confused.gif

No worries man! Not a problem to answer a legitimate question.... even if it had been answered many times before.... mind you there are others that know far more than me on the subject of EFLC Compatability,

i just told what i am 98% sure of........ again, if you now have a ENB config that you are happy with in 1070 GTA 4, then it "SHOULD" Work with EFLC..... hope it does for ya! smile.gif

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