Rob.Zombie Posted January 31, 2012 Share Posted January 31, 2012 Okay so what I'm trying to do is to drastically reduce or remove the reflections of the road and the buildings, since concrete doesn't have reflection (unless it's wet etc.) So can anyone help me out? I'm pretty sure it is possible to increase the reflection since I was using the default shaders, then when I installed a shaders folder from an ENB settings, my runway was like ice, shining as hell. Can anyone help me out? Link to comment Share on other sites More sharing options...
NaidRaida Posted January 31, 2012 Share Posted January 31, 2012 The problem with GTA IV is that the reflections of the buldings and roads are linked to the car reflections I think, not sure about that. I tried to reduce this sh*tty shiny effects of the roads once but failed cause after the changes the car refelections were also affected. Maybe it´s possible somehow but could be difficult. I also believe that some of the reflection relevant data is stored somehwere in the timecyc file. Link to comment Share on other sites More sharing options...
Rob.Zombie Posted January 31, 2012 Author Share Posted January 31, 2012 I know the overall reflection is stored inside the timecyc.dat, but what I wanna do is remove the other reflections. I'm very sure it is possible by modifying the shaders, hence the runway being a lot more shiny then usual, by using a different shaders settings. I know of another way to reduce / remove reflections, and that's by replacing every single specular map texture (the black and white ones) with black texture. This way it'll totally disable the reflections, but modifying all of gta's textures, is a nightmare, it'd take months. Link to comment Share on other sites More sharing options...
NaidRaida Posted January 31, 2012 Share Posted January 31, 2012 Maybe this is what it may come to: A nightmare! I know this from road texture editing... my god, there are alot and they are here and there... not easy and time-intensive. Maybe it´s the same with other textures. I don´t hope that... for you. Link to comment Share on other sites More sharing options...
PacketOverload_x64bit Posted February 1, 2012 Share Posted February 1, 2012 In some sets Rob.Zombie, the equation: r0=(pow(r0*2,0.29))*0.3162+r0*0.7162; (should look similiar to this) effects very heavily the road surface brightness / contrast. I am guessing here: The numbers are multipliers, first 2 is multiplier, 0.29 is the multiplied number, 0.3162 is pre-multiply, and 0.7162 is the multiplied number. Further information on the subject of shiny roads. On the topic of shaders, there is some very interesting information coming out now about the (mis)usage of shaders to actually cause other objects to reflect as well e.g.: mis-using the naming convention / type of texture for trees to use the building shader so the trees are reflected in car reflections (roads as well). I imagine going the other way wouldn't be impossible. Link to comment Share on other sites More sharing options...
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