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[V] Timecycle Documentation


IgorX
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PacketOverload_x64bit

And thanks x100000000 for giving your hard earned knowledge so kindly. I've never seen someone be so nice to the community with knowledge like this. Following Topic :beerhat::cookie:

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We need more people like him, I just wish we had a bigger community in this discussion

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We need more people like him, I just wish we had a bigger community in this discussion

Hi please I need help I want to do my timecycle just do not understand what are the remaining number series, when the first three indicate the color if I understand it correctly. could not you have someone to do what you detailed instructions digit indicates. Thank you

I'm sorry for my bad English

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  • 3 weeks later...

Hello! I noticed that there's no topic about timecyc research on any gta forum. It took a few hours to understand how it works.

 

There's no tools to edit gta 5 timecyc files, so we will do it manually.

 

Let's begin!

 

All timecycle files are placed in GTAV/common.rpf/data/timecycle/ w_[string].


I decided to edit w_neutral.xml file. I can see many parameters like color data and others.

 

For this documentation, I took data from <sky_azimuth_east_col> sections

  <sky_azimuth_east_col_r>0.0823 1.0020 1.0020 1.0020 0.0020 0.2527 0.0020 0.0020 0.0020 0.0020 1.0020 0.0412 0.5000</sky_azimuth_east_col_r>  <sky_azimuth_east_col_g>0.1487 1.0020 1.0020 1.0020 1.0020 0.2725 1.0020 1.0020 1.0020 1.0020 1.0020 0.1078 0.5000</sky_azimuth_east_col_g>  <sky_azimuth_east_col_b>0.2588 1.0020 1.0020 1.0020 0.0529 0.2920 0.0529 0.0529 0.0529 0.0529 1.0020 0.1902 0.5000</sky_azimuth_east_col_b>

Every entry is color data for define time period. They're separated by space.

I described time period and definition in Excel file:

MN6fEax.jpg

(Ignore 10.020 it's a negative. The positive false is 1.0200)

Let's look on the first entry of every color data:

<sky_azimuth_east_col_r> 0.0823 - Red Data color in float

<sky_azimuth_east_col_g> 0.1487 - Green Data color in float

<sky_azimuth_east_col_b> 0.2588 - Blue data color in float

 

As you know, the range of RGB is [0 to 255]. We need convert such range to the float value.

I picked up this color:

YTJsOI7.jpg

You can use paint for that.

 

The next step is conversion. You can take any value and divide it by 255 (like 178 / 255 = 0.6978) or do it automatically. Open this website http://www.corecoding.com/utilities/rgb-or-hex-to-float.php (not an adverstisment) and put RGB Values such we got in paint editor

 

We got this code.

iX6WLX8.jpg

Your code will be different.

We don't have the last character but it's not a problem. You can add any value like [0,1..9]

So when we got the code we need to replace this value:

0.9450

After this string

<sky_azimuth_east_col_r>

Do the same operation for <sky_azimuth_east_col_g> and <sky_azimuth_east_col_b> (in my case I need to put 0.7690 to sky_azimuth_east_col_g and 0.0470 to the sky_azimuth_east_col_b)

 

What we'll get:

<sky_azimuth_east_col_r>0.9450 1.0020 1.0020 1.0020 0.0020 0.2527 0.0020 0.0020 0.0020 0.0020 1.0020 0.0412 0.5000</sky_azimuth_east_col_r>  <sky_azimuth_east_col_g>0.7690 1.0020 1.0020 1.0020 1.0020 0.2725 1.0020 1.0020 1.0020 1.0020 1.0020 0.1078 0.5000</sky_azimuth_east_col_g>  <sky_azimuth_east_col_b>0.0470 1.0020 1.0020 1.0020 0.0529 0.2920 0.0529 0.0529 0.0529 0.0529 1.0020 0.1902 0.5000</sky_azimuth_east_col_b>

I made some videos. You can watch results here (include original timecyc video) (no sound)

 

 

below you can watch this timecyc without changes:

 

 

P.S If you want to do Timecyc Editor I can help you with GUI Design.

P.P.S. Section and SkySphere descriptions will come later

 

Did you give up this topic is dead basicly

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Did you give up this topic is dead basicly

 

Exams in my university taking all my time for that.

I'm learning C++ to write a program which can edit timecycle files. GUI stops me to write the program. I don't want to use standard UI scheme so I'm looking for some ways. Also WinAPI is a bit difficult and it has win98 scheme. Possible I will use GDI+ to create GUI (Qt is unstable on my pc).

P.S. The best way to research params is to write the editor for that.

Edited by IgorX
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Did you give up this topic is dead basicly

 

Exams in my university taking all my time for that.

I'm learning C++ to write a program which can edit timecycle files. GUI stops me to write the program. I don't want to use standard UI scheme so I'm looking for some ways. Also WinAPI is a bit difficult and it has win98 scheme. Possible I will use GDI+ to create GUI (Qt is unstable on my pc).

P.S. The best way to research params is to write the editor for that.

 

 

Wow amazing man, keep up the good work and ill support you, if there's something wrong talk to me

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  • 3 weeks later...

Does anybody know why artificial ext lights don't work on every GLOBAL region? I mean, i can edit natural , direct and other things, but artificial lights works only on far lods. They works perfectly in URBAN region.

 

 

@IgorX nice idea.

Edited by Vanni83
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Show a place where changes aren't applied.

HHnErXC.png


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Show a place where changes aren't applied.

You can easily verify by yourself , in game, with enb

1-move to a global region point

2-use enb ingame to edit artificial lights ext down and up (at midnight for ex)

3-no changes but in far lods (trees lod )

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Show a place where changes aren't applied.

You can easily verify by yourself , in game, with enb

1-move to a global region point

2-use enb ingame to edit artificial lights ext down and up (at midnight for ex)

3-no changes but in far lods (trees lod )

 

 

but where's Global Region Point what location?

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@VenomV

 

Every timecyc has 2 regions: Global and Urban
Urban is the city until the vinewood sign (at least)

Global is the country.

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@VenomV

 

Every timecyc has 2 regions: Global and Urban

Urban is the city until the vinewood sign (at least)

Global is the country.

 

But do you know much about timecycles?

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A Bit i know :)


 

@VenomV

 

Every timecyc has 2 regions: Global and Urban
Urban is the city until the vinewood sign (at least)

Global is the country.

 

But do you know much about timecycles?

 

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PacketOverload_x64bit

 

@VenomV

 

Every timecyc has 2 regions: Global and Urban

Urban is the city until the vinewood sign (at least)

Global is the country.

But do you know much about timecycles?

Aw dude! This is "Vanni" man. Look at the IV Enb Screenshot Thread (old). lol

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  • 3 weeks later...

 

A Bit i know :)

 

 

 

 

@VenomV

 

Every timecyc has 2 regions: Global and Urban

Urban is the city until the vinewood sign (at least)

Global is the country.

 

But do you know much about timecycles?

 

 

 

So you know how to change the color of the sky, increase lod distance, change color of enviroment right?

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PacketOverload_x64bit

 

So you know how to change the color of the sky, increase lod distance, change color of enviroment right?

 

 

If it helps, I've taken note of all the instructions Robi29 and _CP_ have given out on GTA5 mods and in the VisualV thread - along with a couple notes by myself. It's here:

 

 

 

Interior visual upgrade<artificial_int_ambient_multiplier> 1.0000 - Changed to 1.0 from 0.0000 4-27-2016Added 0.0200 to each value between RGB lines	  <!-- GODZINY W TIME	 0      5      6      7      8      9     13     17     18     19     20     21     22-->	  <sky_zenith_col_r> 0.0210 0.0876 0.0572 0.1069 0.0800 0.0336 0.0350 0.0336 0.0800 0.1169 0.0582 0.0896 0.0212</sky_zenith_col_r>      <sky_zenith_col_g> 0.0211 0.1484 0.1905 0.2841 0.2388 0.1366 0.1483 0.1366 0.2388 0.2841 0.1905 0.1484 0.0213</sky_zenith_col_g>      <sky_zenith_col_b> 0.0212 0.2152 0.2909 0.4181 0.3901 0.2464 0.2690 0.2464 0.3901 0.4181 0.2909 0.2152 0.0215</sky_zenith_col_b>	  postfx_intensity_bloomGets rid of bloom bleeding / overpowering in the screen<wind_speed_mult> Changes wind throughout the TOD's - adding same numbers create persistent wind throughout the day.============TIMECYCLE EDITING INFO==================_CP_ Timecycle V Explanation Thread:http://gtaforums.com/topic/830567-v-timecycle-documentation/#entry1068720879Timecycle EditingFog options are in <fog_blabla> parameters.Draw Distance<lod_mult_lod> parametr in timecycle files.Changing Inside Ambient IntensityThere are three <light_dir_col_> parmeters, three <light_directional_amb_col_> and <light_directional_amb_intensity>Moon Size<sky_moon_disc_size>Darker Days<postfx_desaturation> and <light_dir_mult>Blue Sky Color Blue color of sky is in <sky_zenith_col_b>, <sky_zenith_transition_col_b>, <sky_azimuth_east_col_b>, <sky_azimuth_transition_col_b>, <sky_azimuth_west_col_b>Distance scaling for objects and grass (increase)<lod_mult_hd> and other 4 lower parametersStars in Sky at Night<sky_stars_iten>Distant depth of field Effect (Answered by Kanttii)<dof_blur_far><dof_far>Remove Fog from Overcast (Answered by Robi29 - Rob)<fog_density> parameter to about 5-102D to 3D Clouds<sky_cloud_density_mult> to 0, that will remove 2D cloud, to add 3D clouds, go to weather.xml, choose your desired weather from <WeatherTypes>and edit last parameter called <CloudSettingsName>. All of the available cloud types in VisualV are: CONTRAILSclouds, LIGHTclouds, MEDIUMclouds, FOGGYclouds, HEAVYclouds, RAINclouds, STORMclouds, POSTRAINclouds, NOclouds, SNOWclouds, BLIZZARDclouds, SNOWclouds2, XMASclouds.Trevors Trailer LightsIf you want to fix Trevor's trailer lights now, open timecycle_mods_2.xml, find "NEW_trevorstrailer", find <lens_artefacts_intensity> and change values to 1.200 0.000.Lights at NightQuestion: @_CP_ ok so what do i need to change to only make the streetlights white in night, and not make it bright day lightAnswer: Change values in parameters: <light_artificial_ext_down_col_r/g/b and <light_artificial_ext_up_col_r/g/b to 1.400.Night Brighter<light_natural_amb_down_col_*> parameters.Car Reflections<reflection_hdr_mult>Change values to 1.000 in all w_*.xml files in timecycle folder.

 

 

Edited by PacketOVerload_x64Bit
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So you know how to change the color of the sky, increase lod distance, change color of enviroment right?

 

 

If it helps, I've taken note of all the instructions Robi29 and _CP_ have given out on GTA5 mods and in the VisualV thread - along with a couple notes by myself. It's here:

 

 

 

Interior visual upgrade<artificial_int_ambient_multiplier> 1.0000 - Changed to 1.0 from 0.0000 4-27-2016Added 0.0200 to each value between RGB lines	  <!-- GODZINY W TIME	 0      5      6      7      8      9     13     17     18     19     20     21     22-->	  <sky_zenith_col_r> 0.0210 0.0876 0.0572 0.1069 0.0800 0.0336 0.0350 0.0336 0.0800 0.1169 0.0582 0.0896 0.0212</sky_zenith_col_r>      <sky_zenith_col_g> 0.0211 0.1484 0.1905 0.2841 0.2388 0.1366 0.1483 0.1366 0.2388 0.2841 0.1905 0.1484 0.0213</sky_zenith_col_g>      <sky_zenith_col_b> 0.0212 0.2152 0.2909 0.4181 0.3901 0.2464 0.2690 0.2464 0.3901 0.4181 0.2909 0.2152 0.0215</sky_zenith_col_b>	  postfx_intensity_bloomGets rid of bloom bleeding / overpowering in the screen<wind_speed_mult> Changes wind throughout the TOD's - adding same numbers create persistent wind throughout the day.============TIMECYCLE EDITING INFO==================_CP_ Timecycle V Explanation Thread:http://gtaforums.com/topic/830567-v-timecycle-documentation/#entry1068720879Timecycle EditingFog options are in <fog_blabla> parameters.Draw Distance<lod_mult_lod> parametr in timecycle files.Changing Inside Ambient IntensityThere are three <light_dir_col_> parmeters, three <light_directional_amb_col_> and <light_directional_amb_intensity>Moon Size<sky_moon_disc_size>Darker Days<postfx_desaturation> and <light_dir_mult>Blue Sky Color Blue color of sky is in <sky_zenith_col_b>, <sky_zenith_transition_col_b>, <sky_azimuth_east_col_b>, <sky_azimuth_transition_col_b>, <sky_azimuth_west_col_b>Distance scaling for objects and grass (increase)<lod_mult_hd> and other 4 lower parametersStars in Sky at Night<sky_stars_iten>Distant depth of field Effect (Answered by Kanttii)<dof_blur_far><dof_far>Remove Fog from Overcast (Answered by Robi29 - Rob)<fog_density> parameter to about 5-102D to 3D Clouds<sky_cloud_density_mult> to 0, that will remove 2D cloud, to add 3D clouds, go to weather.xml, choose your desired weather from <WeatherTypes>and edit last parameter called <CloudSettingsName>. All of the available cloud types in VisualV are: CONTRAILSclouds, LIGHTclouds, MEDIUMclouds, FOGGYclouds, HEAVYclouds, RAINclouds, STORMclouds, POSTRAINclouds, NOclouds, SNOWclouds, BLIZZARDclouds, SNOWclouds2, XMASclouds.Trevors Trailer LightsIf you want to fix Trevor's trailer lights now, open timecycle_mods_2.xml, find "NEW_trevorstrailer", find <lens_artefacts_intensity> and change values to 1.200 0.000.Lights at NightQuestion: @_CP_ ok so what do i need to change to only make the streetlights white in night, and not make it bright day lightAnswer: Change values in parameters: <light_artificial_ext_down_col_r/g/b and <light_artificial_ext_up_col_r/g/b to 1.400.Night Brighter<light_natural_amb_down_col_*> parameters.Car Reflections<reflection_hdr_mult>Change values to 1.000 in all w_*.xml files in timecycle folder.

 

 

 

 

Wow usefull information thank your for being so kind and helpfull, I have never seen people like you being kind enough to share to grow the graphics modders community's knowledge

 

But would you put more information when you have time for it, It would be incredibly helpfull any thanks for some info

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So you know how to change the color of the sky, increase lod distance, change color of enviroment right?

 

 

If it helps, I've taken note of all the instructions Robi29 and _CP_ have given out on GTA5 mods and in the VisualV thread - along with a couple notes by myself. It's here:

 

 

 

Interior visual upgrade<artificial_int_ambient_multiplier> 1.0000 - Changed to 1.0 from 0.0000 4-27-2016Added 0.0200 to each value between RGB lines	  <!-- GODZINY W TIME	 0      5      6      7      8      9     13     17     18     19     20     21     22-->	  <sky_zenith_col_r> 0.0210 0.0876 0.0572 0.1069 0.0800 0.0336 0.0350 0.0336 0.0800 0.1169 0.0582 0.0896 0.0212</sky_zenith_col_r>      <sky_zenith_col_g> 0.0211 0.1484 0.1905 0.2841 0.2388 0.1366 0.1483 0.1366 0.2388 0.2841 0.1905 0.1484 0.0213</sky_zenith_col_g>      <sky_zenith_col_b> 0.0212 0.2152 0.2909 0.4181 0.3901 0.2464 0.2690 0.2464 0.3901 0.4181 0.2909 0.2152 0.0215</sky_zenith_col_b>	  postfx_intensity_bloomGets rid of bloom bleeding / overpowering in the screen<wind_speed_mult> Changes wind throughout the TOD's - adding same numbers create persistent wind throughout the day.============TIMECYCLE EDITING INFO==================_CP_ Timecycle V Explanation Thread:http://gtaforums.com/topic/830567-v-timecycle-documentation/#entry1068720879Timecycle EditingFog options are in <fog_blabla> parameters.Draw Distance<lod_mult_lod> parametr in timecycle files.Changing Inside Ambient IntensityThere are three <light_dir_col_> parmeters, three <light_directional_amb_col_> and <light_directional_amb_intensity>Moon Size<sky_moon_disc_size>Darker Days<postfx_desaturation> and <light_dir_mult>Blue Sky Color Blue color of sky is in <sky_zenith_col_b>, <sky_zenith_transition_col_b>, <sky_azimuth_east_col_b>, <sky_azimuth_transition_col_b>, <sky_azimuth_west_col_b>Distance scaling for objects and grass (increase)<lod_mult_hd> and other 4 lower parametersStars in Sky at Night<sky_stars_iten>Distant depth of field Effect (Answered by Kanttii)<dof_blur_far><dof_far>Remove Fog from Overcast (Answered by Robi29 - Rob)<fog_density> parameter to about 5-102D to 3D Clouds<sky_cloud_density_mult> to 0, that will remove 2D cloud, to add 3D clouds, go to weather.xml, choose your desired weather from <WeatherTypes>and edit last parameter called <CloudSettingsName>. All of the available cloud types in VisualV are: CONTRAILSclouds, LIGHTclouds, MEDIUMclouds, FOGGYclouds, HEAVYclouds, RAINclouds, STORMclouds, POSTRAINclouds, NOclouds, SNOWclouds, BLIZZARDclouds, SNOWclouds2, XMASclouds.Trevors Trailer LightsIf you want to fix Trevor's trailer lights now, open timecycle_mods_2.xml, find "NEW_trevorstrailer", find <lens_artefacts_intensity> and change values to 1.200 0.000.Lights at NightQuestion: @_CP_ ok so what do i need to change to only make the streetlights white in night, and not make it bright day lightAnswer: Change values in parameters: <light_artificial_ext_down_col_r/g/b and <light_artificial_ext_up_col_r/g/b to 1.400.Night Brighter<light_natural_amb_down_col_*> parameters.Car Reflections<reflection_hdr_mult>Change values to 1.000 in all w_*.xml files in timecycle folder.

 

 

 

 

Wow usefull information thank your for being so kind and helpfull, I have never seen people like you being kind enough to share to grow the graphics modders community's knowledge

 

But would you put more information when you have time for it, It would be incredibly helpfull any thanks for some info

 

Hi guys,

Packet gave you a very usefull information, you can open a xml timecyc and watch yourself the data, more time you will spend on reading that, more you will know, and it's very easy.

BTW if you need help, feel free to ask

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PacketOverload_x64bit

I can tell you IgorX knows a bucket load more than I so we should ask him if it's ok to discuss in his thread. Because first post is very technical and well structured. Discussion is more explortory and lengthy.

 

IgorX what do you think?

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Great thread, appreciate the info.

Do you guys know how to update/refresh the timecycle in-game (so you can alt-tab, edit it & return quickly to see results), or is that not possible yet?

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PacketOverload_x64bit

I don't know how to. Only thing I know is dynamic reloadable at the moment are tc modifiers (use simple native trainer) and reshade/sweet.

 

Good to see you here DaveVSW

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Thanks mate, good to see you too. Too bad, I guess it's not possible yet. GTAIV was amazing to mod thanks to in-game timecyc reloading.

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I can tell you IgorX knows a bucket load more than I so we should ask him if it's ok to discuss in his thread. Because first post is very technical and well structured. Discussion is more explortory and lengthy.

 

IgorX what do you think?

I think Boris Vorontsov or OpenIV team can do ingame timecycle editor. I don't have enough knowledge how to do that.

Edited by IgorX
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PacketOverload_x64bit

 

I can tell you IgorX knows a bucket load more than I so we should ask him if it's ok to discuss in his thread. Because first post is very technical and well structured. Discussion is more explortory and lengthy.

 

IgorX what do you think?

I think Boris Vorontsov or OpenIV team can do ingame timecycle editor. I don't have enough knowledge how to do that.

 

 

Understand. Your information is correct in first post - whereas other people "talking about timecycle editing" in the thread - may not be correct. What I was really asking was is it ok to discuss Timecycle editing in this thread? :)

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I can tell you IgorX knows a bucket load more than I so we should ask him if it's ok to discuss in his thread. Because first post is very technical and well structured. Discussion is more explortory and lengthy.

 

IgorX what do you think?

I think Boris Vorontsov or OpenIV team can do ingame timecycle editor. I don't have enough knowledge how to do that.

 

 

Understand. Your information is correct in first post - whereas other people "talking about timecycle editing" in the thread - may not be correct. What I was really asking was is it ok to discuss Timecycle editing in this thread? :)

 

Yes Its ok to talk about the timecycle files go on :D

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  • 3 months later...

is there any way to stop the game from forcing blur and bloom in the cutscenes? doing my head in looking through the game files to find some way to unblur the cutscenes.

 

i want the cutscenes to match my modded visuals (nearly no postfx at all) but all my tweaks are ignored by the game when cutscenes play.

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  • 2 weeks later...

 

 

is there any way to stop the game from forcing blur and bloom in the cutscenes? doing my head in looking through the game files to find some way to unblur the cutscenes.

 

i want the cutscenes to match my modded visuals (nearly no postfx at all) but all my tweaks are ignored by the game when cutscenes play.

 

you could try to add high numbers to depth fx 999/9999 and fog start also 9999. reducing any visible postfx. my timecyc is currently set as for extra sunny at 12:00. if it doesnt work, might be the modifier Im using

 

Unblur Im not to specific on what ya mean but I think on the next tab (Other Parameters) 48th box, I think is the DOF.

Edited by Saunders420
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  • 8 months later...

Which parameters is it to edit the draw distance? I see there is far_clip but after reducing the value, it doesn't work. Likere there is nothing edited.

Do I need other parameters?

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  • 3 months later...

Which parameters is it to edit the draw distance? I see there is far_clip but after reducing the value, it doesn't work. Likere there is nothing edited.

Do I need other parameters?

Seems like you edited only one parameter, for the "GLOBAL" region...

 

There are two "far_clip" parameters for each timecycle file: one for "GLOBAL" region, another for "URBAN" region (found on the bottom of the file). Edit them both with the same number for best effect.

Edited by XNGamer
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