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Everything posted by brother_david

  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?
  14. Got tonemapping working! To not say too much before i talk to the devs; i have made changes to hdr.cs, the postfxmanager files BUT also another file which is the one i think did the trick. Im not gonna state which one it is cause theres some code in it that looks like WIP or was left when it didnt function. But i can say this, its the file that combines bloom and tonemapping. Bloom is still not looking as it does in T3d and the Beamng Techdemo (which uses older T3D stuff) so somethings slightly off there but im happy atm and might leave it there :) About the code above; Beamng has its own gamma so that number (0.01 0.01) is probably due to that.
  15. Some sort of status report, i keep on digging here. The HDR Enable tick box didnt work before, got it working after comparing Beamngs postFXManager.gui files to the latest T3d files. Also think i got something more working. Found one oddity, in Beamngs HDR.cs which seems to relate to Gamma. This code (from techdemo BEamng and T3d engine): new PostEffect() { allowReflectPass = false; shader = HDR_DownSampleLumShader; stateBlock = HDR_DownSampleStateBlock; texture[0] = "$inTex"; target = "$outTex"; targetScale = "0.25 0.25"; // At this point the target should be 1x1. targetFormat = "GFXFormatR16F"; }; is this in the current Beamng version: new PostEffect() { allowReflectPass = false; shader = HDR_DownSampleLumShader; stateBlock = HDR_DownSampleStateBlock; texture[0] = "$inTex"; target = "$outTex"; targetScale = "0.01 0.01"; // At this point the target should be 1x1. targetFormat = "GFXFormatR16F"; }; If i change that the screen gets way bright. I did also find some line, cant remember which, that i think was gamma related too which was different.
  16. I agree, sounds abit off to me but i do not have enough insight to actually say anything about it. Just trying to make the most out of BeamNGs gfx cause overlay programs arent going to be as good working with the game gfx as the in engine postfx.
  17. Got my answer, doesnt really sound promising but figured it was something along these lines: "Yep is a know issue :p HDR was broken some years ago, but no one realized until was a bit too late. Fix it will make all the content look different and is something i want to avoid as artists invest a lot of time trying to get the most from the engine Is in my ToDo to check what are our alternatives in the next months, but i cant promise anything." Kinda sad to hear. Looks are (in my opinion) a huge part of modern car sims/games so not being able to have that without external PostFx solutions kinda sucks. Can understand them though. Dont see why they cant 'fix' it and bring back the HDR On/Off option for those who think it looks bad. If its not really bad and effects more things than pure resources such as textures, then i can see why ofcourse. Weird thin g though that the gfx in the tech demo are alittle more on point with example speculars even with PostFx off. Anyways, I reinstalled Reshade after this, in order to get alittle more updated gfx.
  18. I have a thread running at their forums but have yet to get an answer from a dev. They usually respond and kind of quickly so ill hang in a while more and meanwhile try to find a solution myself.
  19. Im trying to get Tonemapping to work in BeamNG again. Im a noname gamer that likes good looking games and have very minor coding experience :P Ill take some more time and try to find the differences but im afraid its as you say, something in their source code. Thank you for your answer, i appreciate it.
  20. Im guessing this too and it has probably something to do with adding support for directx. Therefore im trying to find what is needed to get post that works with directx9 to work with directyx11, then i might be able to backtrace what they have done in order to fix it. I really have had no success in my search. Sat last night and used a comparison tool for the HDR.cs between BeamNG and T3d to see it theres something obvious but no luck yet. Looking at their hdr.cs from the tech demo shows a difference compared to their newer hdr.cs. Tech demo seems to use pure T3d postfx. This line in HDR.cs reads "addGlobalShaderMacro( "TORQUE_HDR_RGB10" );" As in the newer fullversion its "addGlobalShaderMacro( "BGE_HDR_RGB10" );"
  21. Looked at it, youre talking about the Colorshift right? I really like the colorshift slider option of yours, its definitely a good thing since on/off limits it too much and i dont use it at all. Im talking about the Tonemapping Contrast though, not working at all (after adding directx11 support afaik): http://docs.garagegames.com/torque-3d/official/content/documentation/World%20Editor/Basics/images/postfx_hdr_bright.png
  22. Thank you for your reply. Ill try and get those screenshots, not at that comp now though. Basicly its an issue where nothing happens when adjusting the Tonemapping Contrast slider in PostFx. In BeamNGs (running directx11 now afaik) case it worked on their earlier releases (as can be seen in their 2015 Techdemo which uses directx9) but, and this hasnt been confirmed yet, after adding directx 11 support the whole HDR part stopped working. They have got it partially working now but seems to pay no attention to it (they have other things to focus on ofcourse) so thats where i am trying to see if i can fix it since i personally think its a big part of the gfx. Going through their hdr files (hdr.cs and so on) and various PostFx files i can see that theres some minor differences compared to the T3d engine files. What i guess might help would be if someone could push me in the right direction of where to look, in those PostFx files (which have the same hierarchy as the T3d equivalents) and/or which of the postFx files are effected when adding Dirtectx11 support. A shot in the dark as i stated so im prepared that this is a dead end but spent hours yesterday evening going through the files, trying to see something that looked off.
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