Enhanced Lighting for ENB, updated 25 November-14

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Which part of ELE will you be using? To see which I should spend more time on.

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*blah-blah-blah maniac*
Posts: 983
Joined: 09 Dec 2012, 00:29

Re: Enhanced Lightning for ENB, updated 12/05

Glad to hear that you are working on a snow and fog weather. I really like your clear weather types.
The lighting with the new Sky mesh is amazing :) Looks very realistic. I can't wait to see the changes.

The Winter and the fog from me:

Image
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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB, updated 12/05

Guzio;

I'm working on all types of weathers both currently in the game and not in the game ;) the not in the game weathers are still very experimental at best and most of them have not left the "idea plane" yet. Plane as in "plane of existence" not airplane.

I just had to restart with sky colors and then I created a new faster approach to getting good initial RGB values, I simply decided to start over entirely, creates way better results and faster work pace as well :)


Thanks for sharing that picture with me :)

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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB, updated 12/05

I have now edit the sky mesh and aligned the vertices more evenly, so far I have not added or removed any vertices just moved them with a more even space between them


Vanilla mesh, with my vertex color adjustments;
Image

After my 3D edits, same amount of vertices and no change to the vertices color;
Image

I know the "horizon" received a bit wider radius but I have tested it in game and I did not notice any downside to it or weird behavior caused by it.
I have not adjusted the vertex colors after my mesh edit, that will be done now.

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*sensei*
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Joined: 07 Mar 2013, 10:14

Re: Enhanced Lightning for ENB, updated 12/05

Did you test if it was possible to stretch the lower horizon part ? So we could get rid of that annoying horizon color mismatch problem ?

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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB, updated 12/05

No because I don't think it will yield any good looking results and besides it can be worked around in the CK and ENB anyways so currently see no point in doing such mesh editing and testing.

However if I get enough requests from users I will look into creating a "cover up" mesh.

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*sensei*
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Re: Enhanced Lightning for ENB, updated 12/05

Strange... i have never been able to get it removed well using just CK and ENB.... There are just locations or transitions that will mess it up. Either that or the actual range of colors you can play with gets so limited that having it is less of an issue in comparison.

I always figured that stretching just the lower horizon part would not present too much of an issue in general, since it is normally quite bright, and covered in clouds most of the time. There might even be some visible signs of it in some locations, but still better then the sharp white dark transitions.

But oh well one day I might get annoyed enough to go about and learn how to do some mesh magic myself.

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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB, updated 12/05

Ok so I gave it a shoot too see if it could be done without introducing any bugs and so far it has the same amount of bugs as the vanilla mesh does.


Here is the mesh with extended horizon and very smooth transition between Top, Middle and Horizon.
Image


Creation engine and ENB uses RGB values to determine what part of the sky is for instance the horizon.

Red = Full Horizon use
Green = Full Middle Use
Blue = Full Top use

I assigned the vertex colors by 0.1 decrease/increase of the RGB channels. So the top has 0.0, 0.0, 1.0 and the second row of vertices have 0.0, 0.1, 0.9. This created a very smooth transition between the different parts of the sky but also spread the parts as well.

Here is a preview of my vertex color assignment;
Image



And here you can see how it looks in game

Complete vanilla mesh, the grey under the horizon is fog and Cloud layer nr28;
Image

The mesh from the preview pictures;
Image


Vertex color adjustments are still under development but so far I've been able to adjust the sky very smoothly without any weird behavior or visuals compared to adjusting the gradient with the vanilla mesh.



And to show the effect of the new mesh has on the vanilla weathers. fw 81a, APPLYGAMECC off, vanilla state files except for cloud opacity at 0.


Vanilla sky mesh;
Image

My 3DS Max edited and further smoothed out vertex color assignment;
Image

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*master*
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Joined: 14 Jan 2013, 17:34

Re: Enhanced Lightning for ENB, updated 12/05

--JawZ-- wrote:SiSaSyco;

I hope you like the areas I have covered with my light bulbs modules so far. It is not in par with ELFX coverage yet so it can't be used as a replacement for ELFX or RS yet.

Yes it is because I don't think my old version is worth uploading as it is awful in terms of colors, at least in my eyes.
I'm working on the new version though so it shouldn't be long until it is included again.
Ah ok! Yes, I know ELFX coverage is more complete. I even wonder if you should make it so that you recommend ELFX for placement of lightbulbs and FX and concentrade yourself on weather and those things which is the superior Part of your ELE modules in my opinion. Cant wait to test your modified skymesh!!!!
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Re: Enhanced Lightning for ENB, updated 12/05

Those last works about Sky meshes are a godsend.
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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB, updated 12/05

Great work Jawz the result looks impressive :)
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