Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
      4. Frontier Pursuits
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. Diamond Casino & Resort
      2. DLC
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Grand Theft Auto Series

    3. GTA 6

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

Sign in to follow this  
slarlac249

question for modders regarding cutscenes and postfx

Recommended Posts

slarlac249

back in december 2016  i decided to go through all the files of the game and make a mod that disables as much of the post processing effects in game as possible like blur / dof on background landscape, colour changing when switching characters, postfx on pause / settings screens, rampage screen effects, explosion blur and so on......

was a success, took bloody ages to do as the timecycle files were looonnnnng, but it all work and the game was nice and clear to play, but there was one thing that still bugs me to this day...and that is cutscenes force postfx to show on them and i never found out how to disable postfx on them.

 

so, i'm asking any modders, do you know what file or files control how cutscenes look? or are they unmoddable? they are ingame right?

 

oh and in case anyone is interested in the mod, it's on gta5mods @ https://www.gta5-mods.com/misc/timecycle

 

Edited by slarlac249

Share this post


Link to post
Share on other sites
slarlac249

nobody know? someone must? modders where are you? 😃

Share this post


Link to post
Share on other sites
Guest
1 hour ago, slarlac249 said:

nobody know? someone must? modders where are you? 😃

It's very rare you'll get help on here, you might have better luck on one of the DIscord servers but there's no guarantee.

Share this post


Link to post
Share on other sites
slarlac249

really? ok, will try somewhere else then.

Share this post


Link to post
Share on other sites
_ReNNie_

No clue. Aren't cutscenes controlled by timecycle modifiers just like interiors? 

Share this post


Link to post
Share on other sites
slarlac249

i'll have another look in the timecycle files.

Share this post


Link to post
Share on other sites
slarlac249

found hicks bar in two of the timecycle files so i assumed those were for the bar cutscene from the trevor industries mission, fiddled with settings, still seeing random dof in background and ugly bloom on characters and objects.

Edited by slarlac249

Share this post


Link to post
Share on other sites
Guest

Hicks Bar, isn't that where you play darts? If so, most interiors, if not all, have their own timecycle modifier, so what you found could be for general use when you're in that location. You could try a radical change in the modifier and then see if it looked differently when you go into that bar.

 

I noticed in the modifiers list, there are a lot named like this:

 

b3r1
b3r1rh1
b3r1rh2

 

Those are going to be tricky to track down and it could quite easily be a programmatically created code system, to link to certain activities. If so, they could be used for absolutely anything.

Share this post


Link to post
Share on other sites
slarlac249

grrr..seems it's going to be much harder to find the correct ones for the cutscenes as r* didn't give them names that are easy to recognise.

Edited by slarlac249

Share this post


Link to post
Share on other sites
Guest

What is needed, is a mod that displays all active timecycle modifiers in use. You can Push and Pop modifiers and that implies a stack system. If that is the case and you can stack timecycle modifiers, there could even be more than one in use at any time.

 

I will have a look through the timecycle modifier natives, see if I can find anything that might help.

 

Edit: Doh! The bar where you play Darts is the Yellow Jack Bar... sorry. And just to make things worse, a small mod that displays the Timecycle modifier index always shows -1, which means the game is probably setting them in a way that doesn't expose the values to the natives. :(

Edited by Guest

Share this post


Link to post
Share on other sites
_ReNNie_

Stacking them sound logical as that is also possible with the timecycle modifiers in the Screen Effects script

Share this post


Link to post
Share on other sites
Guest

The screen effects script excusively sets a single modifier and clears all modifiers before it sets a new one. How did you get it to stack them?

 

But I digress, the only thing I am not sure about, is if the stack applies exclusively to timecycle modifiers, or postfx content in general. I had to recreate the telescope view in my latest mod and the only way to get the scaleform overlay and timecycle modifier together, was to Push the timecycle modifer and then draw the scaleform.

 

Looking through the scripts, they seem to generally Push the modifier before setting it, I can't see any instances of them pushing and setting multiple, so maybe I am speculating up the wrong tree with that one. I suppose it would be easy to test by pushing one modifier that was clear in function, like "Aisle Seven" and then push something like "Purple Haze" or "Divinity" over the top at a 50% level.

 

I am just converting more sunglasses to props, so I'll have a try of that later and update here with what I find.

Share this post


Link to post
Share on other sites
Guest

Just to update on the stack question, multiple timecycle modifiers is a fail... it simply set the second one and cleared the first one. So that gets that potential minefield out of the way, at least it's a case of searching for a single modifier.

 

However, the other situation I did consider, was what if the modifier is being applied to an existing weather modifier as a temporary state and then the existing weather was restored later? I have no idea how likely or feasible that is but it's another option that crossed my mind.

Share this post


Link to post
Share on other sites
_ReNNie_

my apologies

I thought you meant this by stacking: two effects over each other
I'll stop derailing this thread :(

 

FcOg8RP.png

Share this post


Link to post
Share on other sites
slarlac249

on my install i've disabled all the screen effects, blur, dof, colour switching, the fish eye view, vignette, lens flares etc

 

only thing left that i wish to get rid of is the forced postfx you get on the cutscenes (dof / blur in background, bloom or some weird lighting around characters and various light sources, explosion blur on prologue mission when the safe blows) i get no explosion blur in game.

 

everything else is beautifully crisp and clear, i really despise postfx in games, it's why i stopped playing battlefield because of all the lens flares and other annoying things.

 

the thing is i already went through all the timecycle files and have previously put all the postx stuff on 0, bloom, blur, colour switching, dof etc

so not sure what else to try.

Edited by slarlac249

Share this post


Link to post
Share on other sites
Guest

I'm not sure where else to look. I don't know much about timecycle files, so I thought approaching it from another angle might have yielded some results but there doesn't seem to be anything to detect from a script perspective.

 

I'm sure something exists in memory that keeps track of what is being used but I wouldn't even know where to start with that. There was a timecycle reloader mod, maybe the person who wrote that could offer some insight... the problem is trying to get anyone to offer any insight at all. It's like trying to get a gold bar out of Fort Knox at times, trying to get information on modding problems.

 

There's a fairly high chance that this will keep ticking in the back of my mind, so if I think of anything else, I'll be sure to post back. Until then, my idea hat is empty I am afraid.

 

Edit: Interesting, there seems to be another native for setting timecycle modifiers, in the scripts I found this:

GRAPHICS::_0x5096FD9CCB49056D("NoPedLight");

That was just after a SET_TIMECYCLE_MODIFIER line. So I wonder if some are truly timecycle modifiers and others in the list I have got are slightly different? It only seems to be used 5 times in all of the scripts though. There also seems to be this:

GRAPHICS::_0x459FD2C8D0AB78BC()

Which is used alongside GET_TIMECYCLE_MODIFIER_INDEX(). I will drop that into a test mod and see what values it throws up. Maybe nothing, maybe something.

Edited by Guest

Share this post


Link to post
Share on other sites
slarlac249

been looking over all the rpf files, i'm getting the feeling the data i'm searching for might be in cameras.ymt, sadly it's not in the 360 files. this file is a little under 700kb looking in openiv so it must have quit a few lines of data whatever that might be, but it sounds like it might be camera stuff, maybe code for angles, postx / filters etc that get applied regardless of timecycle settings.

 

funninly enough, wiping out settings in the timecycle files results in all postfx being used by default, rather that disabling it all.

 

anybody know when we might be able edit more files in openiv? bit sad that in nearly two years since i last played loads of files are still uneditable.

Edited by slarlac249

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.