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 Post subject: Re: GTA V
PostPosted: 13 Mar 2016, 22:26 
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*blah-blah-blah maniac*
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Joined: 27 Jan 2012, 13:42
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For me ENB + Reshade works by doing it like this:

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InitProxyFunctions=false
ProxyLibrary=d3d11r.dll

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 Post subject: Re: GTA V
PostPosted: 14 Mar 2016, 17:49 
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 Post subject: Re: GTA V
PostPosted: 14 Mar 2016, 20:39 
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*sensei*
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Joined: 12 Oct 2012, 19:14
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thx Xilandro for really nice timecyc. I would fix some stuff though... Like flares, rays, and "wetness" amount. Also does the old "fog-sky" trick from IV work for GTAV? In short - we use far and intence colored fog to mimic clear sky, while real sky and horizont could be totally different color for better reflections.
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 Post subject: Re: GTA V
PostPosted: 14 Mar 2016, 21:04 
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*sensei*
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Location: Darkest corners of G.E.C.K.
AgainstAllAutority wrote:
thx Xilandro for really nice timecyc. I would fix some stuff though... Like flares, rays, and "wetness" amount. Also does the old "fog-sky" trick from IV work for GTAV? In short - we use far and intence colored fog to mimic clear sky, while real sky and horizont could be totally different color for better reflections.


No, fog works completely different in V. There are 5 different "layers", 1 for sun, one for moon, 1 far, 1 near, and haze fog. And they all work like shit, blend like shit and you won't be able to cover sky with it. Even more - you won't be able to cover ugly seam between sky and ocean with it nicely =\ Oh and cars reflect fog. So even if you hide sky with it - it would be on cars.
Flares, rays and wetness.. Didn't paid much of attention to rays and flares, yeah. But wetness - I don't think there is such param, or similar to it. Definitely not in weathers, timecycle_mods and not in visualsetting. But it also depends what kind of wetness you're talking about. There are 4 different reflection parameters, if I drop some of them - I can reduce "puddles" and "wet surfaces" reflections. It might make it less, or more "wet". Just an illusion of course, but better than nothing.

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Last edited by Xilandro on 14 Mar 2016, 21:56, edited 1 time in total.

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 Post subject: Re: GTA V
PostPosted: 14 Mar 2016, 21:33 
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*sensei*
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@Xilandro, by wetness i mean non-rainy sky-reflection (maybe caused by bad road textures, i've removed them, gonna test now) on country roads.
Flares and rays are annoying as **** :D rays are not physically correct, its a post-process rays, imho they should be almost non-visible in any non-polluted air.
And flares.. well im not a flare-fan any more ;)

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 Post subject: Re: GTA V
PostPosted: 14 Mar 2016, 21:56 
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*sensei*
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Joined: 26 Sep 2012, 12:00
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Location: Darkest corners of G.E.C.K.
AgainstAllAutority wrote:
@Xilandro, by wetness i mean non-rainy sky-reflection (maybe caused by bad road textures, i've removed them, gonna test now) on country roads.
Flares and rays are annoying as **** :D rays are not physically correct, its a post-process rays, imho they should be almost non-visible in any non-polluted air.
And flares.. well im not a flare-fan any more ;)


oh, yeah, sky&fog reflection on roads is <reflection_hdr_mult> and it's the only parameter to control sky&fog reflections on cars. When I made my weathers - there was no ENB to boost reflections only on cars ;D

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 Post subject: Re: GTA V
PostPosted: 16 Mar 2016, 20:34 
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*sensei*
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 Post subject: Re: GTA V
PostPosted: 17 Mar 2016, 00:36 
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 Post subject: Re: GTA V
PostPosted: 17 Mar 2016, 11:21 
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*sensei*
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 Post subject: Re: GTA V
PostPosted: 17 Mar 2016, 15:59 
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Joined: 16 Dec 2012, 13:11
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