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_CP_

VisualV

Recommended Posts

Geoff the Robot

Is it possible to activate the coronas only at a certain distance?

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_CP_

No.

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Geoff the Robot

I was just wondering tho, because with els V the siren lights act like that. Anyways thanks for the answer.

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Remix1994PL

eRMACR4xQK2Udjx11F0dVA.png

 

Hello, I have a problem with setting the bar Increased shadow distance (I have marked the red border) Now when I set this bar to the right. When the game is turned off and restarted, the bar is reset and is up to the left. Every time I have to manually set it despite my game-save.

Does anyone have an idea which setting in commandline.txt or settings.xml is responsible for this? So that the game remember the maximum setting every time?

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Slash_Alex

 

 

Hello, I have a problem with setting the bar Increased shadow distance (I have marked the red border) Now when I set this bar to the right. When the game is turned off and restarted, the bar is reset and is up to the left. Every time I have to manually set it despite my game-save.

 

Does anyone have an idea which setting in commandline.txt or settings.xml is responsible for this? So that the game remember the maximum setting every time?

 

<Shadow_Distance value="2.000000" /> in the 'settings.xml' file. Try to make this file read only.

Edited by Slash_Alex

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_CP_

@_Chef_

Yes, but in that case clouds won't be reflected on surfaces at all.

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_Chef_

Sorry I did not too much understand there will be no reflection? Because I want just to try to remove them to keep that texture of cloud called " contrail "

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robi29

You can remove these clouds by setting "sky_cloud_density_mult" param to 0 in timecycle files. The 3D clouds are only reflected in water, not in cars, puddles etc. So if you remove 2D clouds, the sky reflected in cars, puddles will be clear, without clouds.

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_Chef_

Ok understand I go to see that thank you very much of your help good continuation!

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robi29

Some tests with dynamic shadows from ped vehicles:

 

SoiPwlCl.jpgcNkLqszl.jpg

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Slash_Alex

Some tests with dynamic shadows from ped vehicles:

 

 

 

Holy f*ckin' sh*t! You guys are amazing. :)

Edited by Slash_Alex

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SilverRST

What do I need to do to decrease draw distance? I know there is line 'far_clip' and I decreased it by half.

But it didn't work, I assume there are other lines to be edited? If yes, which ones?

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nkjellman

Some tests with dynamic shadows from ped vehicles:

 

SoiPwlCl.jpgcNkLqszl.jpg

YOU DID IT! Finally. Please explain how. Does it rape your performance?

 

It will even improve first person view because we will see headlight shadows on the interior of our vehicle. Could you show us a screenshot of this in first person?

 

Please don't make us wait till the next GTA update to get this.

Edited by nkjellman

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_CP_
ryYtck1h.jpg

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BlackScout

@_CP_

Mirrors?

 

EDIT: Derp'd. Ignore.

Edited by BlackScout

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_CP_

No.

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vans123

Any performance hit we should be aware off?

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_CP_

We are working on this and can't say any anything until we'll finish it.

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_Chef_

Sorry It's me again for a last question how to change type of clouds on cloudkeyframes please ?

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robi29

Look in clouds.xml file. There are all types of clouds. Cloudy 01, RAIN, horizonband1 etc. Then search "mBits" element in cloudkeyframes.xml. This is a mask, 32 bits. Only 21 lower bits are used. The first bit from right is responsible for "Cloudy 01" clouds. So if you want to use the first three types what I mention, type 0x00000007. That's all. I think you should understand my explanation.

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Mr.Arrow

@robi29

 

How did you enable headlight shadows? Did you find them on .ymt files???

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robi29

No, it's done by asi script.

 

nraKtEFl.jpg YI7u8Bkl.jpg

 

Unfortunately, about 3 headlights can cast shadows at the same time.

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vans123

@robi29 having you guys keep trying to get to this results is already great! About the 3 headlight thing, seems like a hardcoded limit from Rage i guess?

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robi29

Yeah, it's probably hardcoded. I've reduced a draw distance for dynamic shadows (it's a simple modification in timecycles files) and there are more of dynamic shadows at least. The script will support IV Pack mod too.

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_Chef_

@robi29 Thank you infinitely I go to see this!!

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nkjellman

No, it's done by asi script.

 

[pic] [pic]

 

Unfortunately, about 3 headlights can cast shadows at the same time.

That isn't a bad thing. If all of those headlights made dynamic shadows, that would lag like crazy. But you say you reduced the draw distance of the dynamic shadows in the timecyc. Is it more or less than it was in vanilla?

 

Also when you say 3 headlights, do you mean 3 actual headlights, or 3 different vehicles? Also, does the player's headlights count for this limit? Does changing the shadow quality have any affect on this? I know that changing it alters how many objects cast shadows when the headlights shine on them. Additionally, I wonder, when an AI car has the shadows, do their headlights shine farther like the players do?

 

The limit of 3 makes sense. By default cars that one of the 3 protagonists are in cast headlight shadows shadows, or if it is the player. I was able to make other characters do it by changing the ped type. Regarding this though, Watch Dogs 2 had a graphics setting for this. You could make none of the cars cast shadows, just the players car, the players car and one other AI car, or the players car and two AI cars.

Edited by nkjellman

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robi29

Is it more or less than it was in vanilla?

 

Now: 0.7

Vanilla: 1.0

It looks like on the past-gen (x360/ps3).

 

 

 

Also when you say 3 headlights, do you mean 3 actual headlights, or 3 different vehicles? Also, does the player's headlights count for this limit? Does changing the shadow quality have any affect on this? I know that changing it alters how many objects cast shadows when the headlights shine on them. Additionally, I wonder, when an AI car has the shadows, do their headlights shine farther like the players do?

 

I mean 3 different vehicles and the player's vehicle doesn't count to this.

I've not yet checked if the shadow quality changes anything, but probably yes. I use maximum quality though.

I can modify the distance how far headlights can shine. I fixed the distance to 25 meters.

 

 

 

The limit of 3 makes sense. By default cars that one of the 3 protagonists are in cast headlight shadows shadows, or if it is the player. I was able to make other characters do it by changing the ped type. Regarding this though, Watch Dogs 2 had a graphics setting for this. You could make none of the cars cast shadows, just the players car, the players car and one other AI car, or the players car and two AI cars

 

The lamppost shadows and other light sources, which cast shadows, count too. I think the game has the limit set to 16 dynamic shadows. Player's and 3 AI's vehicles have 8 dynamic shadows. In the countryside you can see that more than 3 AI's vehicles cast shadows, but in the city sometimes there are less than 3.

Edited by robi29

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_CP_

VisualV 1.0.350 RELEASED!

 

 









ZlrozIW.png

 

 








 

 

 





1.0.350 version:


- Slightly changed fog colour in smog weather.

- Sun corona brightness has been decreased.

- Added a 3D cloud movement during the thunderstorm.

- Removed a orangish tint at night outside Los Santos.


Addon changes:

- Added a script allowing peds to cast shadows from vehicles (limited to 3-5 vehicles) (Dynamic shadows from headlights)

- atmosphere.asi script could be controlled by DECORATOR native (thanks to Unknown_Modder), example in ReadMe.txt







OpenIV mod Package is included, you can install VisualV in few clicks!





nnYIZhM.png

 

 




ijMQwL3l.jpg0Fzm9rYl.jpg









YBKGAXy.png

 

 











1.0.350

 

 









logo-339cab54e6232e13aeb90990704a65e4325

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ZZCOOL

 

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