HDR in Mount and Blade!

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Read the original readme.txt too, you know, that you have seperate values for night and day... you do know that, right?

Also in module_scene_props look for;

插入代码块:
  ("light_sun",sokf_invisible,"light_sphere","0",  [
     (ti_on_init_scene_prop,
      [
          (neg|is_currently_night),
          (store_trigger_param_1, ":prop_instance_no"),
          (set_fixed_point_multiplier, 100),
          (prop_instance_get_scale, pos5, ":prop_instance_no"),
          (position_get_scale_x, ":scale", pos5),
          (store_time_of_day,reg(12)),
          (try_begin),
            (is_between,reg(12),5,20),
            (store_mul, ":red", 5 * 200, ":scale"),
            (store_mul, ":green", 5 * 193, ":scale"),
            (store_mul, ":blue", 5 * 180, ":scale"),
          (val_div, ":red", 99),
          (val_div, ":green", 99),
          (val_div, ":blue", 99),
          (else_try),
            (store_mul, ":red", 5 * 90, ":scale"),
            (store_mul, ":green", 5 * 115, ":scale"),
            (store_mul, ":blue", 5 * 150, ":scale"),
          (val_div, ":red", 65),
          (val_div, ":green", 65),
          (val_div, ":blue", 65),
          (try_end),
          (set_current_color,":red", ":green", ":blue"),
          (set_position_delta,0,0,0),
          (add_point_light, 0, 0),
      ]),
    ]),

Divide with a smaller value to make the light brighter... etc... same deal with all lights (light, light_red, light_night...)
 
It's already out, have a look through the thread. It's just a case of getting it to look good.

KON_Air 说:
Read the original readme.txt too, you know, that you have seperate values for night and day... you do know that, right?
Yeah. After playing around, that readme makes a lot more sense. I should've checked it again sooner.  :razz:

Thanks for pointing out the module information. I'll take a look at that too.
 
Ursca 说:
Still working on a way to turn that down. Meanwhile, it works nicely in daylight.

hdr7.jpg

hdr8.jpg


Tall Paul 说:
Would love to see this built into the Warhammer mod. When it is released, that is.
If I can get it working right, I'll set up an installer with some HDR specific textures just for Warhammer Mod. It's a universal mod though, so it'll affect every module in that M&B installation.

Looks nice!
 
Ursca 说:
Here's my settings;
[BLOOM]
BloomPowerDay=30
BloomFadeTime=5000
BloomConstantDay=3
BloomQuality=2
BloomScreenLevelDay=100
BloomCurveDay=6
BloomPowerNight=15
BloomConstantNight=2
BloomCurveNight=-3
BloomScreenLevelNight=100
BloomAdaptationScreenLevel=5
BloomAdaptationMultiplier=100
BloomAllowOversaturation=0

Edit: I think I changed this too:
[INPUT]
KeyUseEffect=123
KeyBloom=60
KeyOcclusion=121
KeyReflection=122
KeyCombination=16
KeyShadow=119
KeyWater=118
When trying to use these settings I got a very shiny snow... Why doesn't it looks like your screens ?
 
It also depends on the time of day. Morning, noon and dusk are fine, but for some reason, afternoon tends to turn everything neon. Texture changes might be in order, especially for the world-map snow. That tends to go nuclear as soon as you turn on bloom, even on the lowest settings.
Also, the face editor is wrong no matter what you do.

Anyway, try these -

[BLOOM]
BloomPowerDay=5
BloomFadeTime=5000
BloomConstantDay=1
BloomQuality=2
BloomScreenLevelDay=100
BloomCurveDay=0
BloomPowerNight=5
BloomConstantNight=1
BloomCurveNight=0
BloomScreenLevelNight=100
BloomAdaptationScreenLevel=5
BloomAdaptationMultiplier=0
BloomAllowOversaturation=0

[COLORCORRECTION]
DarkeningAmountDay=2
ScreenLevelDay=100
ScreenLevelNight=75
DarkeningAmountNight=2
GammaCurveDay=0
GammaCurveNight=0
ColorSaturationDay=-1
ColorSaturationNight=0
UsePaletteTexture=1

Those are as close as possible to native while correcting the colour and adding a little bit of bloom.
The dark problem should be fixed.
 
Yar! Edge detection ftw!

I love it!
I love not being able to see half the stuff on screen!  :mrgreen:
 
so which link is the real one and what do i need to do?

All of those links, tutorials and tweaks all over the place confuses me  :roll:
 
Aye and this is a decent quality script they're starting to implement. It isn't too serious a matter, especially considering that it was a good topic. I wonder if they've moved the discussion on to either the Forge or the Pioneer's Guild, though... *goes to look*
 
read;
http://forums.taleworlds.com/index.php/topic,39892.msg1040537.html#msg1040537

and tweak/use submited .ini's/play with defaults
 
Sheriff-murder 说:
KON_Air 说:
and tweak/use submited .ini's/play with defaults

huh?

and (tweak/use) submited (.ini's/play) with defaults

(and tweak)/(use submited .ini's)/(play with defaults)

commas might have made for better syntax.  :neutral:
 
Tried it out and tweaked with some of the settings, here's the result:

Rebache at sunset


Im using gutekfiutek's light mip map mod aswell.

p.s: i dont suppose anyone knows how to get rid of this little problem:

notice the backround terrain is brighter than the foreground?

p.p.s: does anyone know how to decrease/increase the radius of the bloom? (the size of the bloomed area)

p.p.p.s: Love this mod!
 
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