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P1ch3

[TimeCycIV] Tutorial

Recommended Posts

PacketOverload_x64bit

 

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.mediafire.com/?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. :)

Edited by PacketOVerload_x64Bit

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T-ru

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

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.mediafire.com/?4r17bvk7qkrtotl

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TIMSTER777

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. :)

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PacketOverload_x64bit

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.

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TIMSTER777

 

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

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PacketOverload_x64bit

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.com/media/gta4_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
Edited by PacketOVerload_x64Bit

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inter.

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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Phantomic

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?

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PacketOverload_x64bit

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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cp1dell

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

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.

Edited by PacketOVerload_x64Bit

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cp1dell

Thanks, I'll definitely take a look.

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PacketOverload_x64bit

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.

Edited by PacketOVerload_x64Bit

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Phantomic

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

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..)

Edited by jpm1

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jpm1

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

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jpm1

somebody knows how to get rid of that bubble effect

eg5M5Nq.jpg

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T-ru

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 :)

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jpm1

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

Edited by jpm1

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Saunders420

Anyone have any idea why I cant seem to get the timecyc editor to reload on 1030 or 1040...

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jpm1

editor, to .. reload? be more precise

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Saunders420

reload the timecyc ingame.. I got it working. missing the filecheck files, helluvah night.

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LanGonCer9807

Hey guys, can you help me to achieve my goal?

 

 

I want to completely disable the ugly ambient modifier which avoids sunlight from reaching interiors, killing the inmmersion, eg: The Majestic Hotel penthouse, Niko's Middle Park East safehouse, Libertonian Museum, etc. I tried copypasting the "lighting" values from timecyclemodifiers2 and replacing the corresponding lines from the map boxes, unsuccessful. I messed with "no ambient" and no "ambient mult", without noticing difference. Ambient and Directional Light doesn't produce visible changes, too.

 

 

The weird thing that annoys me is this: sunlight actually enters the [email protected] cafe in front of Outlook Park and also can be visible from inside the Cluckin Bell near the china shop.

 

https://imgur.com/YncuYa2

 

So i replaced the "ritz" and "ritzpen" line along with any other that suggest Niko's safehouse name with the "intcafe" code, but, surprise, it didn't work. Something that is very strange, since both possess transparent windows materials that in fact, should let the sun pass through, but they don't, while the cafe don't have any trouble with it.

 

https://imgur.com/NkyS8C7

 

As you can see, is not working here :(

 

 

In the end, i just want the interiors to have a natural appareance, like this:

 

https://imgur.com/NRkV1PC

 

Instead of this: :angry:

 

https://imgur.com/krCjRYb

 

 

It is very frustrating to cannot find a way to disable this unrealistic setting, so i will appreciate any useful tips, thank you! :colgate:

 

 

EDIT: I forgot to clear that i am using timecyc modifiers from V.I.P Enb Final by TheMegaRang :

 

https://www.gtagaming.com/v-i-p-enb-final-f29911.html

Edited by LanGonCer9807

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LanGonCer9807
Posted (edited)
Anyone?

 

Edited by LanGonCer9807

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LanGonCer9807

Seriously, does anyone have an idea on how to fix this?

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T-ru
Posted (edited)

Seriously, does anyone have an idea on how to fix this?

 

Some of the interiors (large spaces and inner rooms) in IV have own time cycle process and this process cannot be edited via timecycle.dat ot timecycmodofiers files.

You want to add sunlight/moon light (directional light) in the interiors this means changing shadows, ambient light and colors, this is not so easy, they are just like that, like some level from some old game.

Many modders me too wanted this too, especially for the both tunnels because of the shadows and the reflection in there, well still no one could do that.

Everything is in .fxc (dumbass compiled shaders).

Edited by T-ru

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LanGonCer9807
Posted (edited)

 

Seriously, does anyone have an idea on how to fix this?

 

Some of the interiors (large spaces and inner rooms) in IV have own time cycle process and this process cannot be edited via timecycle.dat ot timecycmodofiers files.

You want to add sunlight/moon light (directional light) in the interiors this means changing shadows, ambient light and colors, this is not so easy, they are just like that, like some level from some old game.

Many modders me too wanted this too, especially for the both tunnels because of the shadows and the reflection in there, well still no one could do that.

Everything is in .fxc (dumbass compiled shaders).

 

Then, if directional light is working in some interiors while in other don't, that simply means that the autor of the ENB (TheMegaRang) has knowledge of .fxc shaders, since many shaders which replaces the original ones are included:

 

http://imgbox.com/9SSHPYPi

 

Icelaglace also knew how to enable interior lighting, like inside the Libertonian Museum (working on VIP Enb too), but since he gave up from modding years ago probably we'll never see another Icenhancer C release. This picture probably belongs to Icenancer 2.5 beta, but Keylani stated that he was modifying the game core files to fix light blobs from ceilling lights and more stuff.

 

http://imgbox.com/AVpwix2g

 

I think another workaround to "let light shine" through building windows/skylights would be preventing interior modifiers from working when the character or camera enters the corresponding areas. Like the picture with Niko above the stairs is just before entering the "box" and it is awful to see the timecyc entering in action when he jumps and the atmosphere inmediately changes, that surely would fix them but i don't knkow what side effect this could cause.

 

Its weird, like i said, works in some places and in others not, maybe he didn't edit the shaders entirely. In fact i don't understand at all the reason why R* had to do this, why don't just let all the outdoors/indoors areas share the same modifier instead of assigning separate boxes to each building/neighborhood? Outdoor translucent objects like glass in bus stops and other structures are behaving just like should naturally be:

 

https://images2.imgbox.com/4e/4e/DOHVva9s_o.png

https://images2.imgbox.com/f3/e2/Gh47drxF_o.png

https://images2.imgbox.com/79/e5/K4oz36aZ_o.png

http://imgbox.com/8eElB3ab

 

Since this is the only ENB i've used with semi-working lights, i think the best option is trying to contact the author to see if he can give touches to those files and provide info on how to edit them.

Edited by LanGonCer9807

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T-ru

There is only one author of ENB it's Boris Vorontsov, Keylani or IceLeGlace he just have some hlsl language programming skills and he wrote very good bloom code and some codes in enbeffect.fx.

 

This author (or authors, whatever), they didn't changed .fxc shaders, this's 99% impossible.

 

The first enb version and still even in ice 3.0 is on patch 1.0.4.0 shaders then on the next patches the author made some very small changes in d3d9.dll file and in enbeffect.fx file v.0.163.

 

And now this version 0.163 or ice 3.0 to work need combination of old shaders (1.0.4.0) along with the new shaders (1.0.7.0) and the game still have red sky and no shadows but thanks to DAX, the guy that made his own shaders in ShaderOverDax1 and dax.dll to fix red sky and missing shadows but he couldn't fix the night's and rainy shadows in 1.0.7.0 and in EFLC.

 

 

So this pic : http://imgbox.com/9SSHPYPi that you show me is combination of old and new shaders.

 

If I or we (modding community) can edit these fxc shaders now the game will looks like ps4 gen or even better.

This impossibility kill the interest of many graphics modders and somehow this makes me to hate Boris because he already hate this game and OpenIV team, all this years they didn't nothing about graphics editing!

 

I'm telling you this because it's good to be informed.

 

Keep up with the good work and I hope to find some solution :)

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LanGonCer9807

Is it possibley to have cloned working weathers with different variables like: Extrasunny, Extrasunny 2, Extrasunny 3, Sunny, Sunny 2, Sunny3, Sunny Windy, Sunny Windy 1, Sunny Windy 2 instead of just one for each type? I'm not sure if this is possible with RAGE Engine or if is there's a limiter somewhere because copying and pasting weathers in notepad simply doesn't work, resulting in a ugly, messed up timecyc with metallic looking characters and roads and a greenish sky.

 

I just wanted to ask because i've been intrigued by this question in my mind for some time.

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