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question for modders regarding cutscenes and postfx


slarlac249
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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
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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.

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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
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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.

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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
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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
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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.

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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.

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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
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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
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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
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