Ok I found a bug :p
This happens whenever I view my Player Character from third person, when I take off the backpack it emits from the pipboy.
This one without trillville's config:
again, happening on an HD6970 with 12.7beta drivers
Fallout New Vegas 0.116 beta
Forum rules
new topics are not allowed in this subsection, only replies.
new topics are not allowed in this subsection, only replies.
- Author
- Message
-
Offline
- *sensei*
- Posts: 402
- Joined: 04 Jan 2012, 20:27
- Location: Russia, Vladimir
Re: Fallout New Vegas 0.116 beta
This isnt a bug, this is some mod that makes pipboy\backpack emit more light, which causes it to make more lens-flare. Why dont you try enb on vanilla Fallout? Or decrease lens to 0?
-
Offline
- Posts: 25
- Joined: 07 Aug 2012, 19:20
Re: Fallout New Vegas 0.116 beta
One thing I have noticed is that the fade to black imagespace modifiers don't seem to work. I guess this is probably linked to it doing the same unsupported things the Cateye effect does.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: Fallout New Vegas 0.116 beta
deadense
All parameters you mentioned working at the beginning of the game, inside appartment of doctor and outside it, but for NVidia. I don't know yet the reasons of issues, not completely learned renderer yet.
tapioks
Grass on your screens seems unchanged, right? For me it properly lit by all parameters, could you test grass at the game start outside of doctor house? Does is affected by ambient and sun lights?
Swag King Coal
Huge brightness is result of bloom and lenz fx working. At this moment i'm not checking image for mistakes of extreme intensities, but even Skyrim version had this before i did many changes to elliminate these bugs. The game itself and mods may cause this, my mod only visualize error. Perhaps i'll fix when finish ssao effect.
Moburma
Similar as Skyrim version, all color processing are turned off in enbeffect.fx shader, but you can activate them by uncommenting string: #define APPLYGAMECOLORCORRECTION
But if you do this, all the sence of correct hdr tonemapping will go to hell, because math of vanilla shader is non physical based approximation.
All parameters you mentioned working at the beginning of the game, inside appartment of doctor and outside it, but for NVidia. I don't know yet the reasons of issues, not completely learned renderer yet.
tapioks
Grass on your screens seems unchanged, right? For me it properly lit by all parameters, could you test grass at the game start outside of doctor house? Does is affected by ambient and sun lights?
Swag King Coal
Huge brightness is result of bloom and lenz fx working. At this moment i'm not checking image for mistakes of extreme intensities, but even Skyrim version had this before i did many changes to elliminate these bugs. The game itself and mods may cause this, my mod only visualize error. Perhaps i'll fix when finish ssao effect.
Moburma
Similar as Skyrim version, all color processing are turned off in enbeffect.fx shader, but you can activate them by uncommenting string: #define APPLYGAMECOLORCORRECTION
But if you do this, all the sence of correct hdr tonemapping will go to hell, because math of vanilla shader is non physical based approximation.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 849
- Joined: 28 Dec 2011, 00:50
Re: Fallout New Vegas 0.116 beta
Hi Boris,
Yes, it seems that the grass is not brightened in the same way as other elements of the scene. It seems it is not affected by the 'direct' lighting, though ambient lighting does have some effect.. However, I am using a texture mod that replaces the grass texture, so maybe there is some issue with the diffuse/specular?
Anyway, I will try again at beginning of game and without grass mod, will let you know what happens.
Yes, it seems that the grass is not brightened in the same way as other elements of the scene. It seems it is not affected by the 'direct' lighting, though ambient lighting does have some effect.. However, I am using a texture mod that replaces the grass texture, so maybe there is some issue with the diffuse/specular?
Anyway, I will try again at beginning of game and without grass mod, will let you know what happens.
_________________
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
-
Offline
- Posts: 85
- Joined: 07 May 2012, 19:52
Re: Fallout New Vegas 0.116 beta
For what it's worth I'm not using a texture replacer on the grass and it's not being lit properly.
-
Offline
- *blah-blah-blah maniac*
- Posts: 849
- Joined: 28 Dec 2011, 00:50
Re: Fallout New Vegas 0.116 beta
Ok, have tested at beginning of game, and without grass texture mod. The images are below... I guess the grass should be lit more brightly? The wooden 'Goodsprings' sign is very bright from the direct/sun light, but the grass is not...
BEFORE:
AFTER:
BEFORE:
AFTER:
_________________
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
-
Offline
- *master*
- Posts: 164
- Joined: 26 Feb 2012, 21:09
Re: Fallout New Vegas 0.116 beta
@Tapioks
Is bGrassPointLighting=1 enabled in Fallout.ini ?
Here is a comparison:
Without ENB:
With ENB:
Random tests:
Control over ambient and direct lighting is very good for achieving good dusk and dawn light. It also helps to mitigate the ugly lighting at noon, where the lack of shadows is most conspicuous. As for performance, .116 seems a bit slower and loading takes a little longer, but no bugs found. Nvidia ambient occlusion is more buggy than ENB right now haha.
EDIT: I just realized that LightingIntensityDay controls all point lights indoors...hmmm
Is bGrassPointLighting=1 enabled in Fallout.ini ?
Here is a comparison:
Without ENB:
With ENB:
Random tests:
Control over ambient and direct lighting is very good for achieving good dusk and dawn light. It also helps to mitigate the ugly lighting at noon, where the lack of shadows is most conspicuous. As for performance, .116 seems a bit slower and loading takes a little longer, but no bugs found. Nvidia ambient occlusion is more buggy than ENB right now haha.
EDIT: I just realized that LightingIntensityDay controls all point lights indoors...hmmm
Last edited by trillville on 07 Aug 2012, 21:01, edited 1 time in total.
-
Offline
- *blah-blah-blah maniac*
- Posts: 849
- Joined: 28 Dec 2011, 00:50
Re: Fallout New Vegas 0.116 beta
@trillville
Aha! You are a gentleman and a scholar
EDIT: Well... I changed that value to '1' in all my Fallout .ini files, but the grass still seems to not be affected by lighting parameters : /
Thanks for the tip though... not sure what my issue is now...
Aha! You are a gentleman and a scholar
EDIT: Well... I changed that value to '1' in all my Fallout .ini files, but the grass still seems to not be affected by lighting parameters : /
Thanks for the tip though... not sure what my issue is now...
_________________
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM