Watch_Dogs Definitive Mod

Discussion in 'Game Tweaks and Modifications' started by ThatGuyOverTher, Mar 8, 2015.

  1. Nuk1e

    Nuk1e Guest

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    Those screenies do look nicely balanced ThatGuy not too dark and not too bright either and the bloom doesnt bleed all over the screen either well done :)

    Btw did you update the previous links with the fixed version of 3.0 ?

    And keep up the good work man once this version is done will be time to give watch dog a replay with that mod :)
     
  2. ThatGuyOverTher

    ThatGuyOverTher Guest

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    no i have not updated the mod yet.
    As i said before, sometime this summer.
    There is still work to do in this mod
     
  3. TheCrasher

    TheCrasher Guest

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    Sorry, I meant you got rid of the default storm bloom, oops, must've mistyped :)
     
    Last edited: Jun 10, 2015
  4. ThatGuyOverTher

    ThatGuyOverTher Guest

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    I'm going to leave some files here for you guys to test. Tell me what needs to be done and such, just like before :)

    Just drag and drop the folders in to your patch and repack
    http://1drv.ms/1JJBeLR
    lighting, bloom, camera, focus, things like that.
    New windy city, activates new lighting
    Very 2012 like in some situations.
     

  5. genstar

    genstar Guest

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    thanks for sharing. I wanted to ask if anyone has tried playing watchdogs with nvidia drivers of 2012, perhaps bin files discovered by ThatGuyOverTher work.
     
  6. TheCrasher

    TheCrasher Guest

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    I quite like this new test-update-thing!

    But the only thing that bugs me a little is (call it a nitpick), but the shadows to me are a little too blue-ish during the day.

    [EDIT]:

    Also, I call this super intense bloom, I might be wrong:

    [​IMG]
     
    Last edited: Jun 10, 2015
  7. ThatGuyOverTher

    ThatGuyOverTher Guest

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    Remember, this is just for testing.
    The blueish lighting is just a test , i plan on implementing the lighting that looks more like 2012 to happen more often.
    I guess i have to make a new bloom for storm settings now.

    Thanks for the feedback, i will continue working on it!
     
  8. TheCrasher

    TheCrasher Guest

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    No problem man! The mod so far looks spectacular on its own (without a tonemapping algorithm) keep up the amazing work!
     
  9. KuroTenshi

    KuroTenshi Guest

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    I think it's time to present my work dedicated to this stunning "Watch Dogs Definitive Mod".

    1) 2000+ textures completely reworked (diffuse, normal maps, specular, masks, format changing (BC7 from DirectX 11), resizing,...) to improve quality, flexibility, and details of textures while reducing the GPU load (yes it's possible).

    2) A rather complex Reshade Preset, tuned to suit the mood ThatGuyOverThere intents to give to the game (adding a few personal tastes). It's made to add improvements you can't with only game files.

    Features : - New bloom (more powerful, precise, and beautiful)
    - HDR (more localized, vivid, and better spreading of lighting)
    - Greatly improved texture details (without more aliasing)
    - Anamorphic Gaussian LensFlare for Lights
    - Gaussian Blur
    - God Rays
    - Light Lens Dirt effect
    - Coloring tweaked to suit the mood ThatGuyOverThere gave to the game
    - No ingame setting to modify to use this preset (just use the ScrollLock key to toggle on or off the preset and Print Screen key to take screenshots)
    - 2 to 4 fps impact.

    A few screenshots (The 2 last are comparisons), with High Settings (apart HBAO+ High) and Temporal SMAA.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    It'll be released with the next version of Watch Dogs Definitive Mod, if ThatGuyOverThere is OK with it.
     
    Last edited: Jun 11, 2015
  10. ThatGuyOverTher

    ThatGuyOverTher Guest

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    Nice work Kurotenshi, our efforts have so far been turning out well.
    This should be included with the next update if not too much gets changed from the test files.

    I am currently working on a way to have even better reflections too.
    As for the lighting with the blue tinge, i might remove, but whenever i play the game with that lighting on the scene, the game is just so beautiful. So i will just have to find out which is causing the blue tone to the shadows (more than likely the sun)

    As for bloom, i have yet to start working on it, but i expect to start on it soon.
     

  11. mlleemiles

    mlleemiles Master Guru

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    Sky Saturation and Sun Bounce is causing the blue tone to the shadows.
     
  12. ThatGuyOverTher

    ThatGuyOverTher Guest

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    Looks like i was right about the sun. Thanks for the reassurance though.
    EDIT:
    Just a test, tell me what you think
    [​IMG]
     
    Last edited: Jun 11, 2015
  13. mlleemiles

    mlleemiles Master Guru

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    Well done thatguy!
     
  14. KuroTenshi

    KuroTenshi Guest

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    Indeed your test is a success. Well done ! The brightness of the sky was too a problem for the HDR effect of the Reshade preset. So I toned it down temporarily.

    Talking about the files to modify, the Reshade FX preset only adds files. So no issues at this level. Either way, I'll adjust the preset to any changes.
    The textures are based on those of Definitive Mod V 3.0. So basically it's based on Vanilla Ultra textures + your textures replacements.

    So, up to you to see if you like or dislike.

    For the blue anamorphic lens flare it's indeed a matter of tastes. It's rather a cinematic effect. I took into account WD was filmed with a 3rd person camera. Bloom and Anamorphic Lens Flare are lightly affecting the hud, but I find that not especially disturbing.
     
    Last edited: Jun 11, 2015
  15. TheCrasher

    TheCrasher Guest

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    Man, this is looking spectacular!
     

  16. genstar

    genstar Guest

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    amazing, but that's what you get with the files you've already shared, or is an improvement you've made at this time?
     
  17. ThatGuyOverTher

    ThatGuyOverTher Guest

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    Improvement, it is for getting rid of the blue tone in most of the day.
    Looks very close to 2012 now. I would just have to make the colors less intense, once that happens, we would have the 2012 sunset for sure.
     
  18. txgt

    txgt Guest

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    Hey you forgot to delete converted windy_city.xml !

    For those who is testing: delete "windy_city.xml" before packing, it's located in: worlds\windy_city\generated
     
    Last edited: Jun 12, 2015
  19. ThatGuyOverTher

    ThatGuyOverTher Guest

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    I did not forget to take it out, i left it there for people whom want to just edit the windy city and reconvert it faster, rather than converting the windy_city.game.xml to and rml, etc...
    And plus it does not matter if the person does not want the file in patch, the loose file will not even pack with the patch so it is fine.

    When a file is not on the filelist and it is within a folder, the packer will ignore it. (at least in my experience) otherwise there is no reason at all to worry about leaving that file there.
     
  20. signex

    signex Ancient Guru

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    Nvm, i'm so blind. :bang:
     

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