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VisualV


_CP_
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VisualV 1.0.400 RELEASED!

 

 

 

 

 

 

 

ZlrozIW.png



1.0.400 version:


- Compatibility with After Hours update (1.0.1493.0).
- Greenish window tint reduced.

- Updated ReShade framework to 3.4 version (ReShade preset).
- Compatibility for vehicles from Southern San Andreas Super Sport Series and After Hours update (Dynamic shadows from headlights).

 

 

 



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

 

 

YBKGAXy.png

 

 

1.0.400



logo-339cab54e6232e13aeb90990704a65e4325
 

 

Edited by _CP_
  • Like 6

HHnErXC.png


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Hey, CP. Has anyone ever reported having dynamic shadows flicker during nighttime? I'm moving around either by foot or car (not camera rotation flickering) and certain shadows in the player's proximity flicker between themselves, kinda looks like the game is trying to render "too many" shadows and doesn't know which ones to display or not.  It stops when you get close enough to certain objects that draw the shadows and it's as if they gain a higher rendering priority and stop flickering.

 

Basically, shadows flicker especially during nighttime when moving around. As soon as you get close to some of them they stop.

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RAGE is able to render up to 16 lights casting shadows, any single more is deleted.

HHnErXC.png


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  • 1 month later...

I've always loved VisualV and its' improvements to the lighting and general rendering of the game.

 

Personally though, I've always been bothered by some of the changes to the distance fog and the effects it has on the atmosphere of the game (but Robi has already touched upon this before and what lines to edit), but I've also always liked the "cinematic" blue/navy-lit nights that you see in Rockstar's games. If I wanted to restore some of that, what lines control the moonlight color and intensity, and the ambient light color and intensity, and which times would have to be edited? So instead of the super dark, black nights, they're a bit ligther and blue.

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2 hours ago, robi29 said:

There'a a lot of params you need to change, but you can try to change only postfx_shift_col params in weather files.

I'll check it out, thanks!

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23 hours ago, robi29 said:

 JIJvqjXl.jpg

Does it seem to me only, do I see more details and better reflections on vehicles and puddles?

Edited by Remix1994PL
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VisualV 1.0.410 RELEASED!

 

 

 

 

 

 

 

ZlrozIW.png



1.0.410 version:

 

- Added trees reflections (Removed grass dithering + trees reflections).
- Compatibility with ENB Series 0.351 (ENB settings).

 

 

 



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

 

 

YBKGAXy.png

 

 

1.0.410



logo-339cab54e6232e13aeb90990704a65e4325
 

 

  • Like 3

HHnErXC.png


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Thank you for the new version! ;)

 

Is this record still valid?

 

"You should use" Original corona lights "from optionals folder. Install using mod package in OpenIV"

 

It is located in the installation.txt file in the ENB settings folder.

 

I noticed that from several VisualV versions, "Original corona lights" stopped being added along with the files.

 

Regards :)

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8 hours ago, robi29 said:

There'a a lot of params you need to change, but you can try to change only postfx_shift_col params in weather files.

Any other suggestions? I'm looking to increase the general brightness/visibility and the color of the light/ambient light. Whereas the general lighting, saturation, and clarity was improved in the daytime - nighttime has had those changes as well, but the brightness has been turned way down, and the environment and sky is black instead of the navy color that vanilla has.

 

EDIT: Image, one of Rockstar's promo screens for the PC version. Nighttime is almost like a dimmer daytime, but with navy/blue lighting or color correction. I'd like to take VisualV's improved daytime (for all weathers), and make it so nighttime is VisualV's improved daytime, but dimmer and with navy/blue lighting.

 

I've seen other people mention it, daytime is pretty much perfect and a huge improvement over vanilla daytime. Nighttime though is nice, but instead of simply improving on the vanilla's nighttime like how VisualV's did for its' daytime - VisualV improved on vanilla's nighttime, but also reduced visibility and changed the nighttime lighting from navy/blue to black.

 

EDIT2: I changed the natural amb light intensity up and down parameters to a midway point between VisualV's setting and the vanilla setting to increase visibility, and I restored the natural amb light up and down RGB to the vanilla color, for 00:00 and 22:00 (the first and last time parameters) and it was a tiny bit closer to what I'm looking for, but not exactly it.

 

VisualV's nighttime tries to be too realistic/dark IMO, whereas Max Payne 3's nighttime or RDR2's nighttime (from what we've seen in screenshots and trailers) is a nicer looking goal. In films, sometimes nighttime scenes are basically filmed in the daytime, but with editing and color correction they are made to look like nighttime (with a navy/blue look). This is what Rockstar's default nighttime tries to achieve.

 

VisualV's daytime is perfect. If I or someone could take that, and make the nighttime look like VisualV's daytime but with darker lighting, and navy/blue lighting - it would be perfect.

Edited by cp1dell
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12 hours ago, cp1dell said:

Any other suggestions? I'm looking to increase the general brightness/visibility and the color of the light/ambient light. Whereas the general lighting, saturation, and clarity was improved in the daytime - nighttime has had those changes as well, but the brightness has been turned way down, and the environment and sky is black instead of the navy color that vanilla has.

 

EDIT: Image, one of Rockstar's promo screens for the PC version. Nighttime is almost like a dimmer daytime, but with navy/blue lighting or color correction. I'd like to take VisualV's improved daytime (for all weathers), and make it so nighttime is VisualV's improved daytime, but dimmer and with navy/blue lighting.

 

I've seen other people mention it, daytime is pretty much perfect and a huge improvement over vanilla daytime. Nighttime though is nice, but instead of simply improving on the vanilla's nighttime like how VisualV's did for its' daytime - VisualV improved on vanilla's nighttime, but also reduced visibility and changed the nighttime lighting from navy/blue to black.

 

EDIT2: I changed the natural amb light intensity up and down parameters to a midway point between VisualV's setting and the vanilla setting to increase visibility, and I restored the natural amb light up and down RGB to the vanilla color, for 00:00 and 22:00 (the first and last time parameters) and it was a tiny bit closer to what I'm looking for, but not exactly it.

 

VisualV's nighttime tries to be too realistic/dark IMO, whereas Max Payne 3's nighttime or RDR2's nighttime (from what we've seen in screenshots and trailers) is a nicer looking goal. In films, sometimes nighttime scenes are basically filmed in the daytime, but with editing and color correction they are made to look like nighttime (with a navy/blue look). This is what Rockstar's default nighttime tries to achieve.

 

VisualV's daytime is perfect. If I or someone could take that, and make the nighttime look like VisualV's daytime but with darker lighting, and navy/blue lighting - it would be perfect.

Or, a better example. VisualV's lighting underwater at night would look great if it looked like that above water as well at night.

 

EDIT: Editing this so I don't spam the thread with this stuff.  I found a post from_CP_in the time cycle documentation thread, where he  mentions  a different parameter to edit the night lighting.  I'm going to try a couple different things, if it comes out looking good I might post some screenshots to see what people think 

 

EDIT: Scratch that, that parameter was for streetlights.  Going to try messing with the natural Ann light multi setting as well. Any other suggestions for parameters for night lighting?

Edited by cp1dell
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Dear authors, i or probably somebody else have already asked this question before, but is it possible to make trees shadows move in the night time 'cause they are mobile in the daytime only?!

p.s. not a complaint: unfortunately it seems that there is no reflections from the trees of the mods like this one: https://www.gta5-mods.com/maps/forests-of-san-andreas-4861-trees-add-on-ymap

 

I repeat it's not a complaint. Impressive work!

Edited by Slash_Alex
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This sort of has to do with my other questions, but what exactly is it in VisualV that improves the general clarity/detail in the game? For instance, the first thing I always noticed is that when loading a game and being in Michael's house, with VisualV you can easily make out his wrinkles and other features on his face - whereas in vanilla his face is almost "muddy."

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15 hours ago, aterikasedi said:

I can't see any difference?

The changes are delicate. Most changes can be seen on the reflections of the vehicle and rims. Changes such as better lighting of buildings, shading, occlusion are delicate during the game, which is why it is hard to see them on the screens.

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7 hours ago, Remix1994PL said:

The changes are delicate. Most changes can be seen on the reflections of the vehicle and rims. Changes such as better lighting of buildings, shading, occlusion are delicate during the game, which is why it is hard to see them on the screens.

Ok thanks.I havent a videocard now.When i get a card i want try it.Can anybody take a comparison video ? 

 

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Kiyone_Alien_Cop

The mod is very good, I only have a criticism of it: the nights are brighter like in the vanilla game, it should have an Addon with darker nights as it is in real life, several graphics mods for GTA 5 have this option.

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Something is seriously wrong with your monitor and/or brightness/gamma setting in GTA V. VisualV's nights are most certainly not brighter than the vanilla game. The vanilla game's nighttime is like a less intense cloudy day with navy tones, whereas VisualV's nights are like Manhunt.

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@robi29 Is the tree reflection something deep inside Visual V that i would require to install or could i get some info thru PM or here to what exactly do to get custom trees to reflect? talking about trees in a custom map im making (using new tree models) because atleast to my eye, those trees reflecting are the HD ones right? reflections dont seem like the LOD ones

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On 9/12/2018 at 2:25 AM, cp1dell said:

Or, a better example. VisualV's lighting underwater at night would look great if it looked like that above water as well at night.

 

EDIT: Editing this so I don't spam the thread with this stuff.  I found a post from_CP_in the time cycle documentation thread, where he  mentions  a different parameter to edit the night lighting.  I'm going to try a couple different things, if it comes out looking good I might post some screenshots to see what people think 

 

EDIT: Scratch that, that parameter was for streetlights.  Going to try messing with the natural Ann light multi setting as well. Any other suggestions for parameters for night lighting?

 

Can you post some screenshots? I guess I have a simply idea. Did you change a fog color? I think that changing only ambient colors isn't enough.

 

 

On 9/12/2018 at 12:20 PM, Slash_Alex said:

Dear authors, i or probably somebody else have already asked this question before, but is it possible to make trees shadows move in the night time 'cause they are mobile in the daytime only?!

p.s. not a complaint: unfortunately it seems that there is no reflections from the trees of the mods like this one: https://www.gta5-mods.com/maps/forests-of-san-andreas-4861-trees-add-on-ymap

 

I repeat it's not a complaint. Impressive work!

 

Are you sure that trees shadows don't move in the night? Strange. If it were, I would have noticed it :lol: What about reflections from aditional trees, I don't know if it's possible at all.

 

 

15 hours ago, Kiyone_Alien_Cop said:

The mod is very good, I only have a criticism of it: the nights are brighter like in the vanilla game, it should have an Addon with darker nights as it is in real life, several graphics mods for GTA 5 have this option.

 

Someone says that nights are too dark, but after a while, someone says they are too bright. It's too much work for us to make 3 versions and support them.

 

 

9 hours ago, vans123 said:

@robi29 Is the tree reflection something deep inside Visual V that i would require to install or could i get some info thru PM or here to what exactly do to get custom trees to reflect? talking about trees in a custom map im making (using new tree models) because atleast to my eye, those trees reflecting are the HD ones right? reflections dont seem like the LOD ones

 

Reflections aren't HD, but it doesn't look too bad. This is an early version and if you saw, a lot of reflections are still missing.

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@robi29 Yeah, still a quantic jump into something GTA has been missing since ever if wasnt for ENB helping back at SA-IV. I saw in the installment alot of SLOD.ydds checked alpha shader and used it in my trees and the tree reflects but the alpha transparency isnt present in the reflection :(. Thats why i asked if i need to do something else to get reflection of trees in my custom map

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2 hours ago, robi29 said:

 

Can you post some screenshots? I guess I have a simply idea. Did you change a fog color? I think that changing only ambient colors isn't enough.

Yeah let me start the game up real quick, I'll get some screenshots.

 

EDIT: Okay, here we go. Also, by the way, I was not making any changes to the fog. Purely just trying to edit the nighttime lighting.

 

tl;dr: VisualV's daytime lighting looks like Rockstar's PC daytime bullshots. VisualV's nighttime lighting should look like Rockstar's PC nighttime bullshots. Currently it does not.

 

Here is Rockstar's bullshot/slightly edited image. This is pretty much the ideal nighttime.

Here is a shot from Max Payne 3. Nighttime, but there is a ambient navy light to the scene, and it's still easily visible.

Here is an image from Red Dead Redemption 2. Nighttime, ambient navy/blue light, with a white/light blue direct moonlight. Easily visible, and bright star-lit and moon-lit sky.

F*ck it, here's another image from Red Dead Redemption 2's nighttime.

(Following screenshots are all Midnight, Clear/Extra Sunny weather)

Here is a different location, but midnight in the vanilla game.

Here is that same location, same time and weather, with VisualV.

Here is underwater in VisualV. Notice that it is slightly brighter, but also the navy/blue lighting that is present in vanilla. Obviously this is present because you are underwater though.

 

The first image, the one from Rockstar, is pretty much the perfect nighttime lighting. My vanilla GTA V image comes close, but it's also vanilla - and if you're in this topic, you clearly prefer and know VisualV's lighting is superior. Especially the daytime lighting.

 

VisualV's nighttime is just dark, and black/gray.

 

What I'm trying to do for my own personal copy (though from one of your replies, it sounds like you are considering making an alternate nighttime option) is restore the vanilla game's nighttime lighting. It's brighter, and it's moonlight casts a very nice blue/navy light (especially in the countryside.) The sky is navy as well, and looks great.

 

We all know that you and _CP_ did a lot more than simply change some brightness and colors in the timecyc though. There's improved saturation, removed filters/white haze, better color correction etc. I can go on and on about the completely revamped lighting in VisualV, and how it drastically effects daytime and brings out the detail in the characters and map (like I mentioned in one of my posts). VisualV's lighting just makes everything pop and look more detailed. It loses vanilla's Pixar-like look, and restores the graphics to something closer to Red Dead Redemption, Max Payne 3, and Red Dead Redemption 2's lighting. The natural step in graphics progression that Rockstar should have gone with, instead of the strange "artstyle" they went for (I'm referencing their old interview before GTA V came out where they mentioned that "photorealism is boring," and that they made GTA V look the way it looks on purpose).

 

What I'm trying to do, is have the vanilla/bright+blue nighttime, but along with VisualV's improved lighting and shading. VisualV's daytime is an extreme and beautiful improvement over the default daytime. Its' nighttime should be the same thing, instead it shoots for realism - whereas the better approach (in my opinion) would to have lighting like Red Dead Redemption 2's nighttime. Hell, if you guys really think it shouldn't be that bright - go for Max Payne 3's nighttime lighting like I showcased in the above screenshot, or in this one.

 

All in all, the darker and realistic nighttime isn't that bad. Hell, that's what nighttime looks like in real life, especially in light-polluted city areas. But from a gameplay perspective, and for showcasing visuals (cutscenes or screenshots/videos) the "stereotypical cinematic" brighter, and navy/blue nighttime is a lot better.

Edited by cp1dell
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19 hours ago, robi29 said:

Are you sure that trees shadows don't move in the night? Strange. If it were, I would have noticed it :lol: What about reflections from aditional trees, I don't know if it's possible at all.

Thank you for your answer. In order to avoid probable questions - almost all of my graphic settings are at ultra.

By not moving shadows in the night i meant this: 

 

Edited by Slash_Alex
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I'm response to my own "essay," I think I'm going to try copying the nights over from "Community Graphics" for my game since that's the only graphics mod that keeps the bright, blue nights, and improves on it. It's only a matter of what timecyc settings in the weathers should I copy over. But I'll wait to hear back from you, robi, about this whole thing.

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5 hours ago, cp1dell said:

I'm response to my own "essay," I think I'm going to try copying the nights over from "Community Graphics" for my game since that's the only graphics mod that keeps the bright, blue nights, and improves on it. It's only a matter of what timecyc settings in the weathers should I copy over. But I'll wait to hear back from you, robi, about this whole thing.

Listen, when i wanted darker nights i made them myself. Why don't you do the same but in the opposite direction.

Find these lines in the 'weather' XML files: <light_natural_amb_down_intensity>, <light_natural_amb_up_intensity>, and change the first and the last numbers in each such line (increase them). That's the terrain. But you also have to brighten the sky too: <sky_zenith_col_inten>, <sky_zenith_transition_col_inten>, <sky_azimuth_east_col_inten>, <sky_azimuth_transition_col_inten>, <sky_azimuth_west_col_inten>.

 

Try to increase the first and the last numbers in each of these lines.

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2 hours ago, Slash_Alex said:

Listen, when i wanted darker nights i made them myself. Why don't you do the same but in the opposite direction.

Find these lines in the 'weather' XML files: <light_natural_amb_down_intensity>, <light_natural_amb_up_intensity>, and change the first and the last numbers in each such line (increase them). That's the terrain. But you also have to brighten the sky too: <sky_zenith_col_inten>, <sky_zenith_transition_col_inten>, <sky_azimuth_east_col_inten>, <sky_azimuth_transition_col_inten>, <sky_azimuth_west_col_inten>.

 

Try to increase the first and the last numbers in each of these lines.

Buddy, since my first post in this topic asking about making brighter nights, I've been doing nothing but asking what parameters to edit  so I could do it myself for my own personal copy :) Like robi  said, there are a lot of settings that need to be changed. The ambient down intensity doesn't cut it, the color needs to be changed as well to have the navy/blue  lighting that the vanilla game in rockstars' other games have.

 

 The  Direct light color and intensity and/or multiplier needs to be edited as well I think.

 

 On top of that, when I have change the ambient light intensity,  there is a weird effect on the vegetation with them having some strange white glow to them.  And then of course when the ambient light is increased, mountains and other objects far in the distance can easily be seen as well, which doesn't look very good or natural, so I think I need to do something with the fog as well.

 

Like robi said,  there are a lot of things that need to be changed  to do what I am trying to do with night lighting ( basically the mods daytime lighting  but with slight changes so it's a bit darker, but also a whitish/bluish tone to the environment ). I am just trying to figure out exactly what saddens I need to edit and change. It's turning out to be a lot more complicated than just increasing the ambient light intensity.

 

 Like, part of me wants to take two hours from visualv's  daytime, apply them to two hours of nighttime in visualv,  and tweak the colors and intensity/brightness of things from there.

 

 Oh, which reminds me, are you sure I should just edit the first and last hours in that time cycle files?  I've seen a post where CP talks about iediting something for night time, and says to edit the first two in the last two values 

Edited by cp1dell
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