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brother_david

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  1. Thank you very much, i will look at it. Always trying to find ways to 'improve' the look of lighting and sky. I did use basic clouds instead of a skybox a while ago, thats how all this horizon clouds thing started. Ive never had great success with skybox so instead i took a wide image of a sky and made it circular and transparent where the blue sky was. Then i wanted to have it effected by the sun and here we are lol. Been experimenting alot with different light settings, lately ive boosted Brightness to achieve a brighter late time of day. The overall light ive adjusted using the scale gradients and i like this way alot! Dont know why i havent used it before. Link to my Beamng post btw, if it would interest you: https://www.beamng.com/threads/graphics-mod-alternative-lighting-part-2.71585/page-2#post-1202722 You wouldnt happen to be a swede? Very swedish name :)
  2. Not really a problem with T3D but rather a problem im creating since i think im trying to do something its not meant to do, which is something you and i talked about for like a year ago. That is static cloud layer clouds for the purpose of getting clouds in the horizon that are effected by TOD. Didnt have time to dive into that then but by a coincidence that specific, unorthodox, way of making horizon clouds popped up in BeamNG some months after we discussed it and now im trying to improve the look of those. Ive managed to figure out a way to get pictures of clouds, typically used for skyboxes, to look similar when used in cloud layers thus having them react to TOD/sky changes. Im really in a beta stage of this but what i do is i recolor the cloud texture only using normal map colors (blue/purpleish, redish, greenish) using a special tool in an online photo editor. If i was to use a common normal map tool i wouldnt get the good blending of the cloud shapes i now get. Just figured out one way to solve the less visible clouds. Breaking it up in portions so that the clouds closest to the horizon is one texture, with higher exposure setting. Im already planning what benefits would come from using several textures for this but this would definitely be one. The horizon clouds are meant to be one part of the sky clouds, the other is conventinal cloud layer clouds that move across the screen. One idea i did have was to have the horizon clouds rotate around the level, to bring some more dynamic to them, but im not that down with the codes to add that posibility myself. Not sure one would play each level long enough to even notice or care if they move or are static.
  3. Thanks for your answer! Tested both suggestions and they had no effect but if i increase exposure for the clouds they become stronger/more visible towards the horizon (obviously :) ) Another thing i was thinking about; When cloud layer height is increased it seems the stretch it from the horizon. Is there a way to effect/move the clouds 'horizon' height without changing cloud layer height?
  4. Im working on getting skybox like clouds (without skybox due to TOD) by using Cloud Layer. A thing that occurs is that i cant seem to get the clouds visible towards the horizon, theres always this blue area in between the clouds and the ground. Anyone know how to adjust/remove that? Not connected to fog as far as ive tested. Using the image from the documenation:
  5. Thank you for sharing! Ive come across john page before but wasnt as into all this back then. Do you know if anyone ever tried the liman shaders? Been trying to get a fresnel shader into BeamNG off and on for a long whiel and they seem to have one that should do it.
  6. Have you heard anything about integrating SSAO2 in 4.0? Im trying to get the shader working in BeamNG but im doing something wrong. Replaced COLOR with SV_TARGET. Copied each and every code tagged with RDM into the corresponding file in the BeamNG library but.. Not sure about what to do about the #include "shadergen:/autogenConditioners.h" code which i dont see in BeamNG shaders. I see some shadergen references ni their files but the code doesnt look the same so havent used that. Also instead of referring to #include "./../../torque.hlsl" ive replaced that with "shaders/common/bge.hlsl" as this is how it seems to look for that file in BeamNGs library but im actually not sure if something it looks for in torque.hlsl isnt in bge.hlsl so that it wont work.
  7. I realised it might not have been released, its mentioned here: https://forums.torque3d.org/viewtopic.php?t=280 Also, the link you sent can be found using archive.org but couldnt get any of the few files i tried downloading to work though.
  8. In BeamNG i use TOD all the time so the clouds *need* to be effected by daylight, even though i rarely use night in the game. Ideally for me they would be able to rotate but personally i dont mind if its static. Its a cheaty way to create the feeling of built up clouds at the horizon without having to use cloud layer normals maps, it hard to get those looking as good as actual photos of horizon clouds. Ive added a cloud layer to have moving coulds too but the horizon clouds are meant to just stay at the horizon, no matter what TOD it is. I cant use a diffusemap/texture for cloud layer right? I thought it always had to be a normal map? Im not at my home computer now but i quickly tried and had no success using the .png ive used for the basic clouds in the screenshots. Also, i didnt think i could align cloud layer textures to be centered on the sky, so that it doesnt show/loop/repeat the edge of the texture. The large cloud layer texture is a great idea, thanks, will be a good way to add diversity without using a ton of layers! To use fog at the horizon i think wont create what i try to create, too much of a sharp edge IMO.
  9. Ive done some testing with using Basic Clouds along with scatter sky and Cloud Layer, in order to get the clouds gathering at the horizon. That way i get a nice cloudy horizon while also getting moving clouds, check the image attached. Im using a circular sky texture, check link attached for the texture itself, this partcular one is low res but works with higher resolution of course :) A side note, this is also a way to get around skybox, if you dont like using that. Anyway, i like this trick but the only thing keeping it down is that basic clouds isnt effected by the sky/sun light. That causes it to keep being lit at night. Any chance anyone has done something similar? Link to the thread i posted on the BeamNG forum, with some more info, texture used and so on :) https://www.beamng.com/threads/neat-clouds-at-the-horizon-trick.62814/
  10. You wouldnt happen to have the saturation shader mentioned in another thread at Garagegames forum? Background story; i play BeamNG (based on T3d as you know) alot but thinks it lacks in gfx. Found that alot in the PostFx was broken so since ive fixed Tonemapping so that its working again, sorted the order of bloom and tonemapping, hardcoded SSAO quality to high (was aleays low or medium) so that the artifacts around edges of objects isnt as obvious though ive tried getting SSAO2 working but no luck yet. Also sorted alot in the bloom which had a weird offset compared to T3D but also given the MEAN value the possibility to have a negative value so that bloom can be centered on the blooming source, it always seemed to sit slightly above and left of the source before. Ive added a multipluer in the code for the Tonemapping (im using the old one, not the Uncharted 2 version which seems to not work no matter what i do) to get it to brigten the bright more than before, it felt like it always used to make the dark darker then it made the bright brighter. Alos sorted so that the PostFx window worls and also activated white cutoff :) Might have forgotten something but thats most of it! Now, tonemapping kinda desaturated the mid colors so thats where id like to get a saturation shader going :)
  11. Ive cried my eyes out that the link for the PostFx library in this post: http://www.garagegames.com/community/resources/view/21224 was a dead one. Had another try this evening at another cached URL site. It had a snapshot from 2016! Ill post if here so that it can be used by other in some way, just glad i finally got it. Now if only i could get my hands on that saturation shader mentioned in some post... PostFX_Library.zip
  12. Enjoying each release! Found that PostFx Tonemapping isnt available in the latest release, even removed from the PostFx window/menu/app, it does still exist in the shader files though. Any reason behind that? I found that the tonemapping code is the same non-working Uncharted 2 style version as the one used in BeamNG atm. Ive replaced that with the old one slightly modified, to get it working, atleast in BeamNG.
  13. I installed the dll so got it working that way. Also tried the build4 release, now works for me afaik :) One thing i do want to point out is that Tonemapping in PostFx is not working, would you know why?
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