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VisualV


_CP_
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BS_BlackScout

Hmm, I don't know if my shader modifications are interfering but..

 

I feel like the particle shadows aren't being rendered correctly for some reason.

Maybe it's my fault. Unsure.

14bpYNN.png

 

It seems to only appear at certain angles or when looking at the sun.

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@BlackScout

 

Particle is rendered when it's visible in the camera only, this is how Rockstar made it.

  • Like 1

HHnErXC.png


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One thing I noticed with the headlight shadows script. Sometimes when I have IV Style Exit installed, I will exit my vehicle and the headlight color will change.

This is with certain add on vehicles. Any chance you guys could fix this bug?

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@nkjellman

We're supporting vanilla and IVPack vehicles only, because we know which lights ID from carcols are used by them. Authors of addon vehicles are often using their own IDs and we can't support any single addon, so it's defaulted to ID=0.

HHnErXC.png


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Increased particle shadows distance:

 

axaUDoil.jpgVX2zvYJl.jpg

 

I'm using an external tool and I don't know how to compile the shader into the game :(

 

Wohoo looking nice.Can you compare increased particle shadows please ? I wonder so much.And is this working with dynamic shadows with headlight ?

Edited by aterikasedi
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Yes.

HHnErXC.png


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This is happening with the latest shadows.asi ?

oPfDmg7JQMqRb8ganlxUgw.jpg

 

iCkaFoHeQAiVVAnFz1Sa3w.jpgi

Edited by _MK_
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@nkjellman

We're supporting vanilla and IVPack vehicles only, because we know which lights ID from carcols are used by them. Authors of addon vehicles are often using their own IDs and we can't support any single addon, so it's defaulted to ID=0.

 

No, i noticed the bug that nkjellman mentioned too (if i understood him correctly). It has nothing to do with the last VisualV version, and i'm not sure that it has something to do with it at all. I use vanilla vehicles only, i'm also using the 'IV Style Exit' mod, and the problem is that if your vehicle has xenon headlights and when you exit it the colour of headlights changes back to normal white colour. If you get back in the vehicle - the colour changes back to the blue xenon colour.

Edited by Slash_Alex
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@_MK_

Is it OK using the older shadows.asi file?

HHnErXC.png


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I use vanilla vehicles only, i'm also using the 'IV Style Exit' mod, and the problem is that if your vehicle has xenon headlights and when you exit it the colour of headlights changes back to normal white colour. If you get back in the vehicle - the colour changes back to the blue xenon colour.

 

Can you tell me what car models have this issue? Adder will be ok?

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I use vanilla vehicles only, i'm also using the 'IV Style Exit' mod, and the problem is that if your vehicle has xenon headlights and when you exit it the colour of headlights changes back to normal white colour. If you get back in the vehicle - the colour changes back to the blue xenon colour.

 

Can you tell me what car models have this issue? Adder will be ok?

 

 

The same problem, but this is, probably, how 'IV Exit' works. Anyway i made a video with Pegassi Bati and Adder. Look how colour changes.
Well actually i had another problem with Adder i couldn't reproduce. It happened after the last VisualV update. When i enabled headlights and exited the car they suddenly went out and i saw huge white circles flying around as if the dust that was flying around suddenly became those circles. The headlights didn't go out completely, they themselves were On, but they didn't light up the surface around, didn't cast shadows.
Edited by Slash_Alex
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@Slash_Alex
This is how our script works, it's overriding headlights and drawing two new spotlights. That method doesn't allow to apply texture as a light. If you don't like pur script, feel free to remove it.

HHnErXC.png


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@_MK_

Is it OK using the older shadows.asi file?

Yup,works just fine with the old one.

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I'll test the script with IV Style Exit mod, but for now... I've tweaked the vehicle glass reflections:

 

Before:

 

6LusB8al.jpg

 

 

After:

 

k9sDEWwl.jpg

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After:

 

 

k9sDEWwl.jpg

 

Hello, will the new version of VisualV have a quick release now or will you have to wait for it? (I would be happy to test new glass reflections)

 

Will you do something with the improved MXAO from Marty McFly?

 

Regards ;)

 

Btw. I noticed something like that in the game, a strange flickering of the pixels most visible at the top of the screen. I checked and it also occurs on other older versions of VisualV. Is this a different phenomenon. Is this some error in my graphics card?

 

https://www.youtube.com/watch?v=HxMLlpI1o7E

Edited by Remix1994PL
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Yeah, I was wondering about the new MXAO as well. Sounds like there are some very nice improvements to the shader. Would be nice to see it implemented in VisualV.

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@nkjellman

We're supporting vanilla and IVPack vehicles only, because we know which lights ID from carcols are used by them. Authors of addon vehicles are often using their own IDs and we can't support any single addon, so it's defaulted to ID=0.

I see what you mean. Perhaps there is a way you guys could work around that. Ether by ini/xml support, or reading the carcols file and determining which color it is.

 

Also, if you are able to do that, you probably could enhance vehicle customization by letting us install colored headlights on our vehicle, sorta like NFS Underground 2.

Edited by nkjellman
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@_MK_

Is it OK using the older shadows.asi file?

Yup,works just fine with the old one.

 

 

Huh, it's strange, because I've just found the bug and the earlier versions have the same issue with IV Style Exit mod. It will be fixed in the next update.

 

 

 

Hello, will the new version of VisualV have a quick release now or will you have to wait for it? (I would be happy to test new glass reflections)

 

 

Will you do something with the improved MXAO from Marty McFly?

 

Regards ;)

 

Btw. I noticed something like that in the game, a strange flickering of the pixels most visible at the top of the screen. I checked and it also occurs on other older versions of VisualV. Is this a different phenomenon. Is this some error in my graphics card?

 

 

There are many shaders to change, because the game has three types of vehicle glass shader - outer, inner and cracked. What's more, there are different shaders for sunny or rainy weathers. Work in progress...

 

I've already tweaked the latest MXAO to work with weatherdetector.asi and MXAO runs flawlessly. So I can update it in the next update.

 

I know that bug. It isn't dependent on GPU - Radeon or GeForce has the strange flickering on the sky. it's bug in the shader, which is responsible for tonemapping. Maybe I'll fix it someday, but now I don't know where to look for a solution.

 

 

 

Perhaps there is a way you guys could work around that. Ether by ini/xml support, or reading the carcols file and determining which color it is.

 

I don't know if there is a simple way to read the carcols file from an rpf archive.

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@_MK_

Is it OK using the older shadows.asi file?

 

Yup,works just fine with the old one.

 

Huh, it's strange, because I've just found the bug and the earlier versions have the same issue with IV Style Exit mod. It will be fixed in the next update.

 

 

 

Hello, will the new version of VisualV have a quick release now or will you have to wait for it? (I would be happy to test new glass reflections)

 

Will you do something with the improved MXAO from Marty McFly?Regards ;)

 

Btw. I noticed something like that in the game, a strange flickering of the pixels most visible at the top of the screen. I checked and it also occurs on other older versions of VisualV. Is this a different phenomenon. Is this some error in my graphics card?

 

 

 

There are many shaders to change, because the game has three types of vehicle glass shader - outer, inner and cracked. What's more, there are different shaders for sunny or rainy weathers. Work in progress...

 

I've already tweaked the latest MXAO to work with weatherdetector.asi and MXAO runs flawlessly. So I can update it in the next update.

 

I know that bug. It isn't dependent on GPU - Radeon or GeForce has the strange flickering on the sky. it's bug in the shader, which is responsible for tonemapping. Maybe I'll fix it someday, but now I don't know where to look for a solution.

 

 

 

Perhaps there is a way you guys could work around that. Ether by ini/xml support, or reading the carcols file and determining which color it is.

 

I don't know if there is a simple way to read the carcols file from an rpf archive.

Marty McFly's MXAO shaders hurt performance and really aren't adaptive to the games weather system. They are only good for making pretty screenshots.

 

Regarding the carcols.meta, is reading from the RPF the issue? What if the tuning kits were in the ymt?

 

Also, would it be possible to have an xml file for the mod? One where I can paste the light settings for my cars, and you can read the color data? I have oround 260 add on vehicles, and this would be an easy way to add support for them.

 

Edit: Regarding the vehicle shaders, you said there are ones for rainy weathers. Do you think it is possible you can add rain drop support? One that works similar to dirt, but doesn't replace dirt?

Edited by nkjellman
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@nkjellman @aterikasedi

That's entirely not possible to achieve.

HHnErXC.png


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@nkjellman @aterikasedi

That's entirely not possible to achieve.

You can increase the size of them. But it blurs it. Think of it like stretching out an image on a screen. You loose resolution.

 

The High Res shadow setting doesn't make much of a difference with vanilla cascades, but when you make them larger, it does.

 

I was also told by Quant that there is a parameter in the weather.xml to make the game use the cascade size it uses in aircraft all the time. I believe that this, plus high resolution shadows could produce a result. It is definitely worth a shot.

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@nkjellman @aterikasedi

That's entirely not possible to achieve.

I was also told by Quant that there is a parameter in the weather.xml to make the game use the cascade size it uses in aircraft all the time.

 

There is line in all Wather files to do this, it makes props and trees shadows visible in distance, it's very nice if you stand on mount chiliad you see all trees with shadows in distance, but it also blurs badly short distance shadows and offsets them as well, because it increases size of square where sharp close distance shadows are made, it especially bothered me under vehicles where wheel shadows were so off. It would be best to figure out how to use both shadows at same time on foot, i mean add shadows using during flight to shadows used while walking with some distance where flight shadows would start so they wouldn't distort short distance shadows. .. means bunch of coding which probably only R* can implement.

Edited by tall70
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@nkjellman @aterikasedi

That's entirely not possible to achieve.

I was also told by Quant that there is a parameter in the weather.xml to make the game use the cascade size it uses in aircraft all the time.

 

There is line in all Wather files to do this, it makes props and trees shadows visible in distance, it's very nice if you stand on mount chiliad you see all trees with shadows in distance, but it also blurs badly short distance shadows and offsets them as well, because it increases size of square where sharp close distance shadows are made, it especially bothered me under vehicles where wheel shadows were so off. It would be best to figure out how to use both shadows at same time on foot, i mean add shadows using during flight to shadows used while walking with some distance where flight shadows would start so they wouldn't distort short distance shadows. .. means bunch of coding which probably only R* can implement.

 

Which is why I think I have found the perfect combo of shadow bugs that will work together to produce a good result.

-AMD soft shadows look too sharp with High Res shadows enabled. Increasing the cascade will fix that issue with those settings, and also fix the cascade problem. :D

 

Regarding the new shadows.asi, it looks like something a stoner would enjoy looking at while taking a hit from a bong.

PIOZMyh.jpg

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  • 2 weeks later...

VisualV 1.0.380 RELEASED!






ZlrozIW.png

1.0.380 version:


- Altered vehicle's windows reflections.
- Extended puddle draw distance.
- Altered reflection resolution for vehicle chrome parts and mirrors.
- Corrected sun reflections on tires.
- Altered vehicle's carbon reflections.

Addon changes:
- Updated MXAO shader 3.4.3 (ReShade preset).
- Fixed a bug with bright points using script for NPCs vehicles (Dynamic shadows from headlights).







gYBJzkal.pngBtKeiTHl.png
O1QiFRfl.pngiFALXOdl.png








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








YBKGAXy.png






1.0.380


logo-339cab54e6232e13aeb90990704a65e4325

Edited by _CP_
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HHnErXC.png


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Good work guys. I can't wait to see what else you do with the shaders.

 

You do have one problem with your window shader on the trams.

MuQ6tt3.jpg

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@nkjellman
Bug also happens in the vanilla game, but it's less visible, our shader patching exaggerated a bug.

 

@Remix1994PL

Does it happen only using SMAA?

HHnErXC.png


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