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PacketOverload_x64bit

[IV|V] Screenshots and Other Media

Recommended Posts

Carrythxd

eGUQUVE.jpg

 

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NxKYEqA.jpg

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johnnywcw

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TIMSTER777

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schakusa

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johnnywcw

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Saunders420

NTA is a boss. nuff said

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PacketOverload_x64bit

Id love to start a timecycle for Los Santos but I dont know shiz about 1070 compatibility in timecycles.

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buzzbass

@Saunders420 thanks again for the tip, now everything is working just fine :^::^:

(much love for NTA and such huge map) :)

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Edited by buzzbass
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Carrythxd

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schakusa

Hummer H3 2014 by Veteran78

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TIMSTER777

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buzzbass

Id love to start a timecycle for Los Santos but I dont know shiz about 1070 compatibility in timecycles.

Is easy, the difference is that GTA4 1.0.7.0 and EFLC (1.1.0.0 to 1.1.2.0) have a new feature called "grain option" so just take a look at the original timecyc and see SKY TOP:

 

htcDfTp.png

 

Only use the 3rd value (Blue), so you just have to do the same, old patches can use all RGB values because don't have this grain feature, you can do it with 1070/EFLC aswell but you need to disable the grain option (see TBoGT graphics panel), but is homy to do the timecyc way (mostly if you release your ENB because people wont find this grain option and will complain....)

 

 

Now just put Dax1 fix and set his shader, thats all.

 

 

I suppose you know how to set it up, but if not these are the instructions from Dax:

 

Open A9A0DD8A.txt and set C69 (clouds) and C83 (sun)

-latest Dax1 shaders comes very well balanced for any ENB set anyway, but just in case it need some corrections-

 

 

Here some other values that don't come defined by default but you can do it yourself (not neccesary but just so you know)

 

def c64, 0, 0, 0, 0 //SunCentre

def c65, 0, 0, 0, 0 //SunDirection

def c66, 0, 0, 0, 0 //SunColor

def c67, 0, 0, 0, 0 //gtaSkyDomeFade

def c68, 0, 0, 0, 0 //gtaWaterColor

def c70, 0, 0, 0, 0 //SunsetColor

def c71, 0, 0, 0, 0 //CloudThreshold

def c72, 0, 0, 0, 0 //CloudBias

def c73, 0, 0, 0, 0 //CloudFadeOut

def c74, 0, 0, 0, 0 //TopCloudBiasDetailThresholdHeight

def c75, 0, 0, 0, 0 //TopCloudColor

def c76, 0, 0, 0, 0 //CloudShadowStrength

def c77, 0, 0, 0, 0 //CloudInscatteringRange

def c78, 0, 0, 0, 0 //CloudThicknessEdgeSmoothDetailScaleStrength

def c79, 0, 0, 0, 0 //StarFieldBrightness

def c80, 0, 0, 0, 0 //SunSize

def c81, 0, 0, 0, 0 //HDRExposure

def c82, 0, 0, 0, 0 //HDRSunExposure

BTW, I've been working over Dax shader to fix the other skylighting position, its done but I'm looking for more effects like detail, also I think some bumps need corrections too (then I'll release everything).

 

 

Edited by buzzbass
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PacketOverload_x64bit

Thank you very much you Buzz. I had no idea on any of that. I've copied the entire post and will begin taking a look at it. That's really going to help as I've just created a completely zeroed timecycle. And thanks for that PM Saunders420 :) Taking a look at it. Can you put distance fog in a 1070/EFLC timecycle? I've actually wanted EFLC for the Bahama Mamas interior for SO long, but have stayed away due to no skylighting, but I guess Boris is going to implement 1040-type skylighting in full for 1070/EFLC so I suppose I better just do without and make it as close without it.

Onto my editor screens from AUIRB2U Is this allowed?


And some of the AUIRB2U Adjusted Lights & Coloring (Neon-Love) for nights. Extra Sunny...

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GTAIV%202014-11-15%2022-24-47-93.png

Edited by PacketOVerload_x64Bit
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buzzbass

Thank you very much you Buzz. I had no idea on any of that. I've copied the entire post and will begin taking a look at it. That's really going to help as I've just created a completely zeroed timecycle. And thanks for that PM Saunders420 :) Taking a look at it. Can you put distance fog in a 1070/EFLC timecycle? I've actually wanted EFLC for the Bahama Mamas interior for SO long, but have stayed away due to no skylighting, but I guess Boris is going to implement 1040-type skylighting in full for 1070/EFLC so I suppose I better just do without and make it as close without it.

No problem :^::^:

 

Yes, you can set fog distance (with fogst as usual) and everything as you want, the only thing you need to remember is the skytop thing.

 

And btw -you probably know, but may help others- using only the "Blue" value of skytop not means color but amount, fog takes color from SKY/AMBIENT, e.g.:

 

fog = 0 0 99 // sky = 130 150 180 FsAXVBv.png

jSYFQr8.jpg

 

see other screenshot: http://i.imgur.com/34n3HD2.jpg

 

 

 

 

fog = 0 0 99 // sky = 120 100 80 aVtKkqb.png

eDOX9hl.jpg

 

see other screenshot: http://i.imgur.com/daNooe1.jpg

 

 

 

see different results using same fog values and different sky settings in timecyc (also mix ambient color with sky is important too...you know everything matters)

 

 

About skylighting I talked to Boris and Icelaglace before and I seriously doubt they have any plans to do it, that's why I spend lot of time trying to learn and doing trial-errors over Dax1's shader until I finally fixed the second position (default Dax shader have just 1 position working and the other had "flickering bug" -not working- )

Edited by buzzbass
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Carrythxd

k0cO5H5.jpg

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LordNeophyte

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buzzbass

and still with stock cars... this is so much fun to waste the time with cars :D

 

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  • Like 5

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ClaudeSpeed600

68176_297596447082183_69022365169971063410402961_297596443748850_78509320688115110734098_297596527082175_7783248587651091912107_297596627082165_49951806355244661779194_297596637082164_841497530768822110551008_298677960307365_40102443087967110646616_298677966974031_77141127968851310298686_298677946974033_160361811813465

VIIV screens

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schakusa

@packet: please more batman-comic like screenshots :D

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PacketOverload_x64bit

Absolutely Buzz, skytop creates more fog the third value, the Luminance value (TimecycIV terminology).

Your screens are kickass man. I've got my 1070 folder ready but for testing Im going to clone my hard drive and just dual-boot the gaming rig for getting into EFLC.

 

After re-reading my post above lol I am so interrupted all the time I wrote Boris "is going to fix skylighting" when just like you said, there are NO plans from either to which is why I want to get used to it too. Nice work by the on the position fix!

 

About the timecycle info I think all information anyone wants to provide here in the thread is great.

Edited by PacketOVerload_x64Bit
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buzzbass

yeah, stock cars again :D

 

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Edited by buzzbass
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PacketOverload_x64bit

GTA IV: NYC 1988 Car Pack V2.0 has officially been released

 

'>https://www.youtube.com/watch?v=K1w6CD-2xS4&list=UUWRkM-7XBThdHspc8YpzPjw

 

DOWNLOAD IT HERE

 

ENB used in the video: http://www.gta4-mods.com/misc/eflc-enbseries-f29830

 

Because it got lost in the other posts, and because I am wondering if you can make it compatible with the Realistic Driving and Flying" handling package (I haven't tried). The RDAF settings are so awesome. ( http://www.gta4-mods.com/misc/realistic-driving-n-flying-27-f9020) Burnouts and what feels like realistic engine power.

 

Cheers and Thanks!

-Packet

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raggazam

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Edited by raggazam
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