Since there was a discussion about time of day up thread, this might be of interest to some: http://www.nexusmods.com/skyrimspeciale ... mods/4300/?
A new mod that lets you set parameters for time of day: so, how long daylight should last, when sunrise and sunset are, etc. based on your position in the game world. It provides an option to output it to your ENB files if needed as well.
The idea is that you run it every so often, so that the sun's position and altitude, length of day and so on changes according to the season and also your latitude. However, I expect that with some experimentation you could use it to produce your preferred time cycle and leave it at that.
TES Skyrim SE 0.310
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Re: TES Skyrim SE 0.310
Hi Boris,
For a string of code like the following, would it be easy to replace ENightDayFactor with TimeOfDay1 and TimeOfDay2
I'm not even sure if this would achieve what I am hoping for...
For a string of code like the following, would it be easy to replace ENightDayFactor with TimeOfDay1 and TimeOfDay2
Code: Select all
float newEAdaptationMax=lerp( lerp(EAdaptationMaxV2Night, EAdaptationMaxV2Day, ENightDayFactor), EAdaptationMaxV2Interior, EInteriorFactor );
float newEAdaptationMin=lerp( lerp(EAdaptationMinV2Night, EAdaptationMinV2Day, ENightDayFactor), EAdaptationMinV2Interior, EInteriorFactor );
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Re: TES Skyrim SE 0.310
Boris, can I do MRT with Dx11 ENB?
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Re: TES Skyrim SE 0.310
tapioks
Kinda yes, if i understood you correctly.
Marty McFly
No
Kinda yes, if i understood you correctly.
Marty McFly
No
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Re: TES Skyrim SE 0.310
@Boris
Ok thanks! Ummm ... would you be willing to assist an ignorant fool like myself?
I mean, without knowing what to do, I am guessing something like this?
Old:
New:
I'm 99.8% sure that I am wrong...
Ok thanks! Ummm ... would you be willing to assist an ignorant fool like myself?
I mean, without knowing what to do, I am guessing something like this?
Old:
Code: Select all
float newEBrightnessV2=lerp( lerp(EBrightnessV2Night, EBrightnessV2Day, ENightDayFactor), EBrightnessV2Interior, EInteriorFactor )
Code: Select all
float newEBrightnessV2=lerp( lerp(EBrightnessV2Night, EBrightnessV2Day, ( lerp (TimeOfDay1, TimeOfDay2)), EBrightnessV2Interior, EInteriorFactor )
Last edited by tapioks on 15 Nov 2016, 18:35, edited 1 time in total.
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Re: TES Skyrim SE 0.310
Boris
I'd rather use a buggy SSAO/IL of yours over the game's hideous AO.
Is the process totally different from Fallout 4 ?
On a side note, I haven't even checked if driver's AO original Skyrim profile applies correctly to the SE.
I'd rather use a buggy SSAO/IL of yours over the game's hideous AO.
Is the process totally different from Fallout 4 ?
On a side note, I haven't even checked if driver's AO original Skyrim profile applies correctly to the SE.
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Re: TES Skyrim SE 0.310
tapioks
Not so easy, you need to decide first how to apply values, for which time of the day to use, for which to ignore. But the most useful and easy to enable/disable code looks like this:
Not so easy, you need to decide first how to apply values, for which time of the day to use, for which to ignore. But the most useful and easy to enable/disable code looks like this:
Code: Select all
float timeweight=0.000001;
float timevalue=0.0;
//if you don't need any time period, then remove it's line here and a below too
timevalue+=TimeOfDay1.x * EBrightnessV2Dawn;
timevalue+=TimeOfDay1.y * EBrightnessV2Sunrise;
timevalue+=TimeOfDay1.z * EBrightnessV2Day;
timevalue+=TimeOfDay1.w * EBrightnessV2Sunset;
timevalue+=TimeOfDay2.x * EBrightnessV2Dusk;
timevalue+=TimeOfDay2.y * EBrightnessV2Night;
//these can be replaced by timeweight+=dot(TimeOfDay1.xyzw, 1.0) + dot(TimeOfDay2.xy, 1.0), but i simplifed in case of removing some time periods
timeweight+=TimeOfDay1.x;
timeweight+=TimeOfDay1.y;
timeweight+=TimeOfDay1.z;
timeweight+=TimeOfDay1.w;
timeweight+=TimeOfDay2.x;
timeweight+=TimeOfDay2.y;
float newEBrightnessV2;
newEBrightnessV2=timevalue / timeweight;
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Re: TES Skyrim SE 0.310
Thanks very much Boris, I think I will be able to work with this
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Re: TES Skyrim SE 0.310
Hi Boris,
Would the following be correct for setting the Brightness too interpolate between all 6 TOD sections, and to also interpolate with Interior/Exterior factor?
Also, assuming that the above is correct (which it likely is not), if I want to use all the same TOD factors for other parameters, do I have to define separate timevalue variables for each parameter, like below, for Saturation?
Would the following be correct for setting the Brightness too interpolate between all 6 TOD sections, and to also interpolate with Interior/Exterior factor?
Code: Select all
float timeweight=0.000001;
float timevalue=0.0;
timevalue+=TimeOfDay1.x * EBrightnessV2Dawn;
timevalue+=TimeOfDay1.y * EBrightnessV2Sunrise;
timevalue+=TimeOfDay1.z * EBrightnessV2Day;
timevalue+=TimeOfDay1.w * EBrightnessV2Sunset;
timevalue+=TimeOfDay2.x * EBrightnessV2Dusk;
timevalue+=TimeOfDay2.y * EBrightnessV2Night;
timeweight+=TimeOfDay1.x;
timeweight+=TimeOfDay1.y;
timeweight+=TimeOfDay1.z;
timeweight+=TimeOfDay1.w;
timeweight+=TimeOfDay2.x;
timeweight+=TimeOfDay2.y;
float newEBrightnessV2=lerp((timevalue / timeweight), EBrightnessV2Interior, EInteriorFactor )
Code: Select all
Saturationtimevalue+=TimeOfDay1.x * ESaturationV2Dawn;
Saturationtimevalue+=TimeOfDay1.y * ESaturationV2Sunrise;
Saturationtimevalue+=TimeOfDay1.z * ESaturationV2Day;
Saturationtimevalue+=TimeOfDay1.w * ESaturationV2Sunset;
Saturationtimevalue+=TimeOfDay2.x * ESaturationV2Dusk;
Saturationtimevalue+=TimeOfDay2.y * ESaturationV2Night;
float newEColorSaturationV2=lerp((Saturationtimevalue / timeweight), EColorSaturationV2Interior, EInteriorFactor );
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Re: TES Skyrim SE 0.310
Yes.Would the following be correct for setting the Brightness too interpolate between all 6 TOD sections, and to also interpolate with Interior/Exterior factor?
Kinda yes, but you can save one variable timevalue and reuse it again, something like this:do I have to define separate timevalue variables for each parameter, like below, for Saturation?
Code: Select all
float timeweight;
float timevalue;
//first computation
timeweight=0.000001;
timevalue=0.0;
timevalue+=TimeOfDay1.x * EBrightnessV2Dawn;
...
timeweight+=TimeOfDay1.x;
...
float newEBrightnessV2;
newEBrightnessV2=timevalue / timeweight;
//second computation
timeweight=0.000001;
timevalue=0.0;
timevalue+=TimeOfDay1.x * ESaturationV2Dawn;
...
timeweight+=TimeOfDay1.x;
...
float newESaturationV2;
newESaturationV2=timevalue / timeweight;
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