Quick question: is there any way to bring back the bloom created by the sky lighting, examples are the bloom located around the buildings during the PS4 Premiere trailer at the 3 minutes 43 seconds mark: https://youtu.be/EtBh4QzZKz4. You can see it go away due to the HDR going into effect. You can see the "sky bloom" in other places in the trailer, as well as this screenshot/bullshot: Spoiler
To make it like that the bloom must be increased significantly which will be too much for puddles and car's shiny parts. Also the exposure settings in envlighting.lib plays a big part. I can increase the brightness when Aiden in the shadows so it will increase my current bloom intensity further, but the buildings around you will become so bright as like there's no shadows in the game. In the old build the exposure was totally different judging by the settings I saw in old files which are completely not compatible with current build.
Okay, thanks for clarifying. I found that mastereffect does bloom similarly like the early WD builds, even though it's not native, and adds global blur, rather than the "bleeding" of the bloom in the earlier builds, it looks just fine. I also find it strange how files built for the disrupt engine cannot work with the disrupt engine; I wouldn't mind to learn more about said files.
Actually I hava an idea. If we can increase the sky lighting in sky.lib while scaling down exposure value, direct sky probe scale and sky probe saturation in enviornmentlighting.lib, perhaps we can restore it.
I'm pretty sure there are FOV settings in GamerProfile.xml in Documents\my games\Watch_Dogs\ (correct me if I'm wrong) ---------------------------------------------------------------------------------------- Was just wandering chicago, and found some glass which had real-time reflections... Spoiler
Good find! I've been in this place many times and didn't notice that. I wish I knew how to change the reflections on glass from static to dynamic...
Have tried Widescreen with FOV MOD with Flawless Widescreen, WooW just WooW you can set a FOV to game look like a GTA its just awesome ! NOTE: The Alliasing is here because i not have reconfigured my nVidia Panel for this Game. Spoiler
Man I'm happy for you but please don't post here screens from other mods just for a show. We have other thread for that: http://forums.guru3d.com/showthread.php?t=395946
I don't think so, I'm using the E3 headbob since the day it was uploaded (well, since I've uploaded the fixed version at least) and I've never seen any bug whatsoever. TheCrasher can you reliably replicate that bug or maybe it was one in a million?
So I doubled the sky intensity in sky.lib and as I expected it made the sky pale and the sky bloom stayed the same. Every object in the game has their own bloom properties. I guess in the old build the sky had bigger bloom values.
versions 2.1, I expect to have to correct, Lights for motorcycle that is unusually large, As a result of the file dynamiclightprefab.lib. Thanks if you can help to resolve this issue.