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johnshort

Graphic mod suggestion [ Ped / Cars reflections ]

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johnshort

Hello there,



I seen a lot of graphic mods around that try to improve GTA V graphics but they all never succeed on rain , as it does not show Peds / Cars reflection on the ground , you may say this is possible or whatever but i deeply feel it can be done,



here are some images from GTA SA, game from 13years ago that has that



1427018381_gallery8.jpg


4b27eb29864b40878b82d7f1e38acd3ba33870e1



Even in GTA 3




df04a2a0548975a36c04e8cc2c2580271e875591image_52277.jpg




and here some GTA V graphic mods





maxresdefault.jpgmaxresdefault.jpg




The cars look like they are floating ,



-------------



this picture can show how good GTA V will look like if it reflected cars, ( even tho the reflection came from the building but you get the point )



2972595-screenshot2015-11-30at14.56.39-e




i hope graphic mods can finally make GTA V look realistic on rain, and thanks


Edited by johnshort

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Pranjit Das

The photos you post above are all mods, I have GTA SA and GTA III installed in my home computer but I never seen the road reflect like that!

 

Maybe you're posting fake pictures, they're mods not original feature then why you post that? 

 

Tell me everything...

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Guest
On 12/29/2017 at 10:18 AM, johnshort said:

I seen a lot of graphic mods around that try to improve GTA V graphics but they all never succeed on rain , as it does not show Peds / Cars reflection on the ground , you may say this is possible or whatever but i deeply feel it can be done,

How much do you understand about Cubic Environment Mapping and Dynamic Environment Reflection Mapping? You feel it can be done, so I presume you know about both to some degree.

 

Here's something to consider... look at this image, what don't you see in the shop window?

 

7qJt1F6.jpg

 

Or park two cars next to each other and what don't you see reflectted in each car? Or how about this image of some scenery reflected in the rain?

 

OQxvc7i.jpg

 

These were both taken with the Reflection setting on Ultra. Those images you posted that are 13 years old... how many cars are in each one?

 

Everything graphical, is a balance between reward and cost. If you install ENB to get enhanced vehicle reflections, the cost is significant and all that is doing, is reflecting the environment map to a higher level in more surfaces. What do you think the cost would be to reflect dynamic entities to the same level? Look at how inaccurate the reflections are in these images... that's because it's fast to be inaccurate.

 

If this was a racing game where the environment is a bigger contributor to the realism, then the reflections can be more dynamic and accurate but even then, there will be limitations. Dynamic reflections are usually only rendered to a single depth, which means you won't see reflections of reflected cars.

 

Games are a long way from this kind of effect.

 

infinite-crystal-mirror-image-reflection

 

If GTAV reflected the cars, it would have to reflect the planes, the helicopters, the blimp, the pedestrians and I am pretty confident that it would all absolutely kill the frame rate, to single-digit levels at best.

 

Perhaps you could explain ways you believe these problems could be overcome? Maybe a discussion could provide enough clues for someone to investigate and provide some feedback. You have to sow the seed for a plant to grow.

 

Edit: Fell into the trap again... posted 29th December 2017, user last visited 30th December 2017... I never learn.

Edited by Guest

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_ReNNie_

and yet I love reading and understanding (or better yet trying to) what you wrote, no just here btw...

 

on subject, or just a bit

I feel immersion would already greatly enhance with just road reflections from certain light sources in rainy conditions

so forget indicators and entire entities like peds, carbodies, lampposts etc, that will never be possible in our dynamic V world

no with the engine that is available to it

but seeying how razed did the glaring road in extra sunny and sunny, you can feel it come alive almost
V already has lights reflection from lampposts and headlights etc, just taillights and braking are left wanted

GTA-IV-image-1279.jpg

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Guest
46 minutes ago, _ReNNie_ said:

V already has lights reflection from lampposts and headlights etc, just taillights and braking are left wanted

Like this you mean? Or do you mean in other weather conditions?

 

OWKnJHX.jpg

 

I suspect part of the problem is the gimped emissive levels that are used on all vehicle lights. GTA V has the worst vehicle lighting system I have seen in a good while.... until the cars get a couple of miles away and then you can see them from anywhere... bizarre design choice for sure. But they probably are there but so weak you can't see them.

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_ReNNie_
On 9/3/2018 at 5:17 PM, LeeC2202 said:

Like this you mean? Or do you mean in other weather conditions?

Rainy and clearing indeed

 

On 9/3/2018 at 5:17 PM, LeeC2202 said:

I suspect part of the problem is the gimped emissive levels that are used on all vehicle lights. GTA V has the worst vehicle lighting system I have seen in a good while....

 

So absolutely true.
And seeying your screens I was thinking, "Wait, why was I under the impression the effect is absent?"


So, given our discussion I gave it a better look ingame

And low and behold the effect is indeed present on this '73 Carerra but at a level it's hardly, if even, visible

This is on razed's previous NVR btw as the recent was too much hassle for me to extract graphic parts from the extra unwanted parts

So, back to visualsettings.xml it is then...

 

Grand_Theft_Auto_V_Screenshot_2018.09.04

 

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Guest

For reference, I'm still using QuantV if you want a visualsettings.dat to compare against. The first version though, not QuantV 2. I'll create an addon from that carrera and get a reference pic as well... I presume it's the Udblock one, I can't see another 73 Carrera on 5Mods.

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_ReNNie_

came back online as I couldn't sleep when I knew what I typed just now :S

but you already saw it :)

 

I think it rather is hidden within the w_rainy and w_clearing itself

that would also explain why Quant 's timecycle has a different emissive reflection compared to razed's

 

and I am sorry even more as this is an unreleased templated and dirtmapped model from Zievs, did the dirt and some skins for it

he never got around to adding dials and better rims to it before 'life' got him, maybe it'll happen tho I doubt it

Edited by _ReNNie_
typ0

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Guest

Not a problem... it passed half an hour fixing a bug in my addon creator that I didn't realise was there anyway, as the Udblock Carrera was a replace.

Edited by Guest

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_ReNNie_

thinking about dropping in the lastest timecycle files from razed's NVR one of these days

and then trying to find out which entries in the timecycle control the reflection of the emissive

I'll hit up razed first up on discord as am pretty clueless when it comes to timecycle edits

(as you know I spend my time more with fiddling with cars and pixels)

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Guest

I notice there is this entry: water_reflection_corona_intensity, maybe if there are no coronas on the rear lights, there might be nothing to reflect. Just a wild guess mind you. I know some people use things like corona-be-gone but I always have coronas present. The values seem to be higher during night hours in the w_rainy timecycle file. Might be worth playing with those values with the timecycle reloader mod active.

 

I stay away from timecycle files though, the only change I have ever made was taking the colour levels from Quant's clearing weather and put them in the clear weather, to get rid of the yellow tint. All those values are probably generated from a realtime graphical preview app when R* creates them, so manual editing is just a bit too much for my liking.

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_ReNNie_

Your wild guess is proven to be very accurate: when I use a 'no taillight corona' setting via carcols for a specific car > no reflections on wet surfaces.

I use the carcols Light setting from the Audi R8 PPI by le__AK for this on basically any taillght that is shaped wider horizontally.

So for most Porsches, Aston Martins, Audis, BMW and Range Rovers eg. I remove the corona's that way.

Shown here on SuperG's lastest DB11 2017: no reflection visible. (Sorry for the big screens below btw, no clue how to get them scaled)

 

C6peYUw.jpg


Then again on the Ford 1940 Deluxe Coupe by thebadbone23, surface reflections are visible just fine

without making any edit to the parameter you hinted above (which I still have to investigate)

or the two Razed hinted me, namely via `taillight intensity` in visualsettings.dat OR via `vehicle back intensity` thru ENB settings

 

uR5YlmJ.jpg

 

Em6T3i6.jpg

 

On another note, if you'll allow me, I finally made time to upgrade PyR from v1.60.

I am adding the content for the Infopics preview pane in 352x198.JPG in v1.70 via Eddlm's Automatic Vehicle Showcase (AVS).
But for the life of me I can not get PyR v1.91 or v2.0.2 to show up ingame on v1.41 using the MenuV that came with those versions?

Not when set to the default F10 or my preferred key F7.

This is using ScripthookV v1.0.1290.1 and ScriptHookDotNet v2.10.5.

 

If you would be willing to assist in any way, you can DM me anywhere. If not, it's all good!

I hope to be able to bring my mods inside update.rpf over to v1.44 this fall and finally benefit from the 1024 MODKiT_ID's.

 

Yftk1RH.jpg

 

Edited by _ReNNie_
edit pics host

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Guest

For some reason, none of those screenshots are working.

 

YWdWZ7S.jpg

 

As for PYR, I have just dropped the contents of the 2.02 package into 1493 and it opens fine. It isn't happy if the Cars folder is missing, that causes the menu to open broken but it still opens. If the config file is missing, that will cause a problem, or if the config file has an error. That's with 2.10.6 but I have never had to change anything to be compatible with SHVDN updates. My 1032 version is still on 2.9.6 and the same PYR dll file works in that and the latest version. SHVDN Log file probably holds the key.

 

Edit: Those images are hosted on DIscord and they generate this error:

 

Anonymous caller does not have storage.objects.get access to discord/attachments.... probably because I am not on Discord

Edited by Guest

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_ReNNie_

sorry for that, changed to imgur for the pics

I'll look into PyR, thank you for the answer :)


//edit:

I created a PYRSavedVehicles folder inside the script folder

but I'm starting out with any .prs file there as I don't have one yet.

Would that be the culprit?

 

ScriptHookVDotNet2 v2.10.5 log:

[15:46:16] [ERROR] Failed to instantiate script 'PickYourRide.cPickYourRide' because constructor threw an exception:
System.ArgumentException: Er is al een item met dezelfde sleutel toegevoegd.
   bij System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   bij System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   bij PickYourRide.cPickYourRide.?????????????????????????????????????????()
   bij PickYourRide.cPickYourRide..ctor()

Edited by _ReNNie_

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Guest

That error says "An item with the same key has already been added". That makes me think you have two cars with the same manufacturer and model name, which it can't handle... and which I should be checking for saying that. :(

 

Might be worth sorting your Excel file based on Manufacturer and then Model, to see if you get any pairs showing up. An empty presets folder doesn't cause any problems though, so that is okay.

 

Edit: Unless this is a MenuV bug... I had a MenuV bug that said the same thing. Damnit, so much has changed and I can't remember what and when.

 

I know this won't match your addons but try this https://drive.google.com/file/d/1wAtV0RYfINH3uUidEbRpLnbDkw7EmUH6/view?usp=sharing

 

That's my config file, any missing cars will just cause an invalid check on the menu but the config file should read okay. Here's my Cars folder as well https://drive.google.com/file/d/14rZ6RR6N4NGw7pGZ05k-fFc_WtH3a7jy/view?usp=sharing

 

See if you get the same error with those installed.

 

Double-Edit: Crap, just looked again at that PYR screen... the aspect ratio code doesn't seem to work on your screen, everything is out of position on the info window. :(

Edited by Guest

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johnshort

 

This video shows that somebody has made this possible using RTX. holly sh*t

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Ze-Krush
On 9/6/2019 at 7:44 AM, johnshort said:

 

This video shows that somebody has made this possible using RTX. holly sh*t

The new version of ENB has it working without RTX

Grand_Theft_Auto_V_Screenshot_2019.06.15

Grand_Theft_Auto_V_Screenshot_2019.06.15

Grand_Theft_Auto_V_Screenshot_2019.06.15

271590_20190813181431_1.png

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zusky_mods
On 9/3/2018 at 9:22 AM, _ReNNie_ said:

and yet I love reading and understanding (or better yet trying to) what you wrote, no just here btw...

 

on subject, or just a bit

I feel immersion would already greatly enhance with just road reflections from certain light sources in rainy conditions

so forget indicators and entire entities like peds, carbodies, lampposts etc, that will never be possible in our dynamic V world

no with the engine that is available to it

but seeying how razed did the glaring road in extra sunny and sunny, you can feel it come alive almost
V already has lights reflection from lampposts and headlights etc, just taillights and braking are left wanted

GTA-IV-image-1279.jpg

holy sh*t thats an amazing picture

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johnshort

holly sh*t, i think it's time to switch to an RTX 2070 :O

 

EDIT: didn't read his comment properly,

 

Which version is that?

Edited by johnshort

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johnshort
On 9/18/2019 at 10:20 AM, Ze-Krush said:

The new version of ENB has it working without RTX

Grand_Theft_Auto_V_Screenshot_2019.06.15

Grand_Theft_Auto_V_Screenshot_2019.06.15

Grand_Theft_Auto_V_Screenshot_2019.06.15

271590_20190813181431_1.png

what version is that and where can i get it?

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