WATCH DOGS Merged MOD

Discussion in 'Game Tweaks and Modifications' started by Marduk, Sep 6, 2014.

  1. txgt

    txgt Guest

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    I prefer stable 30 FPS too. What I really don't like in WD when playing above 30 FPS it's freaky fast movement of Aiden's coat when it get blown by strong wind.
     
  2. Wasser

    Wasser New Member

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    I don't understand how you guys can play at 30 fps. I tried that but it is so stuttery and laggy....
     
  3. Essenthy

    Essenthy Guest

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    yeah his coat physic goes ape**** when the fps get over 40-50 , and they added a 120hz refresh rate mod lol
     
  4. ThatGuyOverTher

    ThatGuyOverTher Guest

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  5. txgt

    txgt Guest

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    Hey guys, i've been making my own mod and testing stuff.
    I found two parameters in defaultrenderconfig that can make reflections of the trees more detailed:
    in <Geometry> section (vanilla values)
    RealtreeReflectionMinLODLeaf="3"
    RealtreeReflectionMinLODTrunk="4"

    To increase the quality you have to lower these values to "1"
    I noticed in Marduk's xml these parameters untouched on all quality id's except "ultra" - it's set "...LODTrunk="5" that is actually lowers the quality of the trunk.

    How I found it: I was testing crazy values in all sections and in the game I noticed that trees didn't have the reflection of the leaves only ugly peace of trunk without limbs. So i set them to "1" and I saw pretty amazing result! And no performance drop!

    Marduk, you definitely need to change defaultrenderconfig soon!
     
  6. Essenthy

    Essenthy Guest

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    wow good find txgt ! ther's a similar settings that increase all the shadow quality :

    EnableCSMShadows="0"

    if you set it to 1, you'll have crazy good shadow quality for everything, but it make smoke/fog buggy and flashing

    to put shadow quality in perspective in the PS4 reveal ( the pharmacy chase ) demo they used shadow with quality set to " high "
     
  7. txgt

    txgt Guest

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    I found blender and the script but how do I open xbg with a script???

    Is this one is the right script? -> http://forum.xentax.com/viewtopic.php?f=16&t=6862
     
  8. Essenthy

    Essenthy Guest

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    i have no idea about that, never even tried , i only know that you have to " import " the xbg file
     
  9. txgt

    txgt Guest

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    Are you sure that enabling CSM is making shadows better? Why then in vanilla they are only enabled in "ps3" and "xenon" configs? Why enabling super quality shadows for past-gen consoles with weak hardware and disabling them for PS4, XONE and PC ???
     
  10. Essenthy

    Essenthy Guest

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    if you enable CMS you'll notice very sharper shadow with nearly no aliasing, the tree shadow is very impressive , and for example if you go under the bridge in that pharmacy location you'll see the bridge casting a form of shadow that dosnt even exist when disabling CMS

    i find it good looking, maybe someone would find it unrealistic, maybe thats why they disabled it, maybe they couldnt fix the bugs that it causes on next gen but worked good on old gen
     
    Last edited: Nov 3, 2014

  11. DiiVerZe

    DiiVerZe Guest

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    where in the patch_unpack is enginerenderconfig.xml located?
     
  12. Essenthy

    Essenthy Guest

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    engine\settings defaultrenderconfig.xml
     
  13. txgt

    txgt Guest

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    So after 2 hours of figuring this "blender" thing out I finally opened "lm_cloud_gate.xbg". It's indeed the model of "Forever Sculpture". I tried to open the other file "lm_cloud_gate_high.xbgmip" but it don't support "xbgmip".
    Not necessarily "xbgmip" file contains the texture we need, so we have to keep looking this texture:

    [​IMG]
     
  14. DiiVerZe

    DiiVerZe Guest

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    Making this sculpture reflect more might not look so good because a lot of the ground doesnt have a reflection map. For example if you look in a window of a subway you will see floting trees and half made buildings
     
  15. puredorian

    puredorian Guest

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    Anyone know something about 'blur' that looks a bit like GTA 3 "trails" effect?

    I mean I can post screenshot, but I'm sure you all noticed this especially when in 15-25 fps, it does look cool on trees when they're in motion of windy enviroment making "smooth" movements, but on actual nps, or aiden's movement it's just out of place. Any way to disable this competly?
     

  16. genstar

    genstar Guest

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    Thank you so much. Now it works almost perfectly. I noticed some problems still only on some surfaces.

    Screenshots dry
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  17. ThatGuyOverTher

    ThatGuyOverTher Guest

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    are there any mods for animations? I see E3 animations for civs and there are also the animations for Aiden walking and running. If no one has made a mod for this how come? do the other animations just not work? Also, These animation are in MAB format, what program do we use to open these?
     
  18. Essenthy

    Essenthy Guest

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    where did you saw E3 animations in the game files ? i only know that his E3 walking/runing animations are now used as transition animations
     
  19. kekuncias

    kekuncias Member

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  20. txgt

    txgt Guest

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    You seeing things that are not there. There's no water falling from the edges it's just the rain. And the train light is actually a light from the headlights of the turning car. Just take a look one more time.
     

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