Watch_Dogs - General moding

Discussion in 'Game Tweaks and Modifications' started by Essenthy, Jan 4, 2015.

  1. Essenthy

    Essenthy Master Guru

    Messages:
    415
    Likes Received:
    2
    GPU:
    GTX 980Ti 6GB
    open mastereffect.h and look for this line

    #define MASTEREFFECT_TOGGLEKEY , add 103 at the end so it look like this :
    #define MASTEREFFECT_TOGGLEKEY 103

    103 is 7 on the numpad on your keyboard , this will toggle the effect on/off , use some effect first by toggling them with 1 for on 0 for off
     
  2. TheCrasher

    TheCrasher Master Guru

    Messages:
    487
    Likes Received:
    42
    GPU:
    MSI GTX1080ti 11g
    Great! Now it works, thanks!

    Also when watching the old demo's it seemed that the building window reflections were still just a generic pre-rendered texture. So yeah..
     
  3. puredorian

    puredorian Master Guru

    Messages:
    211
    Likes Received:
    5
    GPU:
    Nvidia GTX 1070
    Rick just said on twitter that he has no plans right now to return for W_D filelist, and is up to us to figure it out
     
  4. Essenthy

    Essenthy Master Guru

    Messages:
    415
    Likes Received:
    2
    GPU:
    GTX 980Ti 6GB
    damn, this game is damned, we are damned, lord have mercy :'(

    meanwhile i found this yesterday while checking the unknown file from shader.fat :

    [​IMG]

    the file is 7048765F

    of course the first thing i did is turne 0 to 1 , but i didnt notice any difference, i have no idea of how shaders work so i dont even know if this file is actually used by the game or is just a leftover from old builds

    and ther's more detail about this E3 tunning, seems to be related to reflection :

    [​IMG]

    again i know nothing about shaders, but i can notice patterns and settings easily, as you can see there, its the E3 tunning settings with the condition #if ( if its turned on , aka 1 at the top of the shader )

    if you open the reflection shaders reffered at the top of file you can find more detail about the float settings used in this shaders, also float reference are used in envirnement lighting presets xmls , thats all i could barely understand from this
     
    Last edited: May 11, 2015

  5. hishamerrish

    hishamerrish Member Guru

    Messages:
    115
    Likes Received:
    2
    GPU:
    GTX 980 TI
    I feel like I am watching The Da Vinci Code ... GOD help us :(
     
  6. Nuk1e

    Nuk1e Member Guru

    Messages:
    177
    Likes Received:
    1
    GPU:
    Asus GTX980Ti Strix
    Maybe ThatGuy knows how to use those settings in his mod he made some changes to the shader files, which also had a significant performance impact and on top of that his mod looks better without the altered shader pack but thats beside the point.

    Hopefully he can let his light shine over these settings and figure out what purpose they serve, anyway good work digging in the files Essenthy.
     
  7. TheCrasher

    TheCrasher Master Guru

    Messages:
    487
    Likes Received:
    42
    GPU:
    MSI GTX1080ti 11g
    I've gotta say, mastereffect does breathe new life into the shader department...

    [​IMG]
     
  8. txgt

    txgt Master Guru

    Messages:
    815
    Likes Received:
    3
    GPU:
    MSI GTX 1060 6G
    TXGT's Vehicle Lighting for Watch Dogs v2
    Part 1

    Change log and Features

    v2.1:

    "dynamiclightprefab.lib" changes:
    -Enabled Tail light reflections for cars


    v2.0:

    "dynamiclightprefab.lib" modifications:
    -Now uses default dynamic lighting for Car Tail Lights (No specular/reflection at the center).
    -Headlights cast shadows.
    -Enabled speculars on Bike Tail Lights, Ambulance and Fire Truck Emergency lights.
    -Improved Dynamic Light from the Tail Lights on all Bikes.
    -Dynamic Light and Speculars from the Headlights and Tail Lights is now visible during Daytime with any Weather.
    -Disabled Helicopter Spotlight visibility during Daytime when raining.
    -Increased Draw Distance of the Bollards Dynamic Light and Speculars.
    -Increased Draw Distance of the Tail Lights Dynamic Light and Speculars.
    -Increased Draw Distance of the Emergency Dynamic Lights and Speculars on Police cars, Ambulance and Fire Truck.
    -Adjusted position of the emergency lights on Police cars, Ambulance, Fire Truck and Madness Police car.
    -Improved colors and brightness of the dynamic lighting for all vehicles.
    -White L-Train Light.


    "lighteffectprefab.lib" modifications:
    -Improved visibility angles for Simple and Anamorphic lensflares (for example Halos now disappear sooner than central flares when viewed at an angle)
    -Fixed brightness for Headlight cones/rays
    -Improved colors and brightness of the lensflares for all vehicles.
    -Anamorphic Lensflares for:
    * Headlights (VERY close to E3 2012 Demo!)
    * Tail Lights (VERY close to E3 2012 Demo!)
    * Turn Signals
    * Reverse Lights
    * L-Train Lights
    * Bollards (Blockers)
    * Police Car Emergency Lights
    * Madness Police Car Emergency Lights
    -Disabled Helicopter Spotlight Lensflare visibility during Daytime when raining.
    -Disabled L-Train Lensflares visibility during Daytime when raining.
    -White Helicopter Spotlight Cone

    "Part 1" contains only libs with these configurations:

    Dynamic Lighting:
    - All Blue Police Lights
    - Red and Blue Police Lights

    Lensflares:
    - All Blue Police Lights or Red and Blue Police Lights
    - Anamorphic or Simple
    - Anamorphic types:
    *Normal
    *No Halos
    *No Horizontal Flares
    *No Halos and No Horizontal Flares
    *Small Halos
    *Small Halos and No Horizontal Flares
    Every type uses the same anamorphic texture. I made all modifications in the xmls/libs only.

    In "Part 2" will be only xml-files from the libs with many color/type variations, so people can make their own libs and make crazy customizations for vehicle lighting.

    Download v2.0:
    OneDrive: https://onedrive.live.com/redir?resid=f32a283c6f5446ae!138&authkey=!AAlkGKNWu_WyvNw&ithint=file,zip
    MediaFire: http://www.mediafire.com/download/7...Vehicle_Lighting_for_Watch_Dogs_v2_part_1.zip

    Download v2.1:
    OneDrive: https://onedrive.live.com/redir?resid=f32a283c6f5446ae!142&authkey=!ABbYLyMlX7HWCx8&ithint=file,zip
    MediaFire: http://www.mediafire.com/download/wlnq2gsyvmfe811/TXGTs_Vehicle_Lighting_for_Watch_Dogs_v2.1.zip
     
    Last edited: Oct 8, 2015
  9. KuroTenshi

    KuroTenshi Master Guru

    Messages:
    499
    Likes Received:
    1
    GPU:
    GTX 970 4gb @ 1177/1402
    Essenthy, where did you find the files ? I am a developer so I might be able to make them working.

    Otherwise, I'll add tonemapping effect and others to my preset, as you tested. I didn't think It'll make a so obvious difference !

    But I think too about not destroying ThatGuyOverThere's work.
    I found the way to use everything I want, excluding the HUD and menus.
     
    Last edited: May 12, 2015
  10. dollmaster

    dollmaster Member Guru

    Messages:
    155
    Likes Received:
    5
    GPU:
    ASUS GTX 970 STRIX 4GB
    Thank you very much, TXGT.
    @KuroTenshi, I'm following your work, it's great. Will you update your pack with these new files from TXGT pack?
     

  11. Essenthy

    Essenthy Master Guru

    Messages:
    415
    Likes Received:
    2
    GPU:
    GTX 980Ti 6GB
    Txgt delivering as always !!

    @KuroTenshi : its in the unknown folder when you unpack shader.fat, the file is named 7048765F , from my basic understanding it should give us E3 reflection quality, but am not sure if that requiere E3 specular textures too for example , or the paraboloid shader modification might suffice, so you might make it work for example but you wouldnt see a difference, its blind editing basically

    i also talked with Marty the author of Mastereffect, asked him if there was a chance to implement the tonemapping shader natively to WD, he told me it wasnt really possible because the game isnt open as GTA for example

    and even if he could simply put shader in the shader fat archive, it would require re packing everytime you want to modify anything
     
    Last edited: May 12, 2015
  12. Nuk1e

    Nuk1e Member Guru

    Messages:
    177
    Likes Received:
    1
    GPU:
    Asus GTX980Ti Strix
    Thanks alot for the update on the lights TXGT! and love the flexibility you provided us by letting us decide which effect to use great stuff :banana:
     
    Last edited: May 12, 2015
  13. Essenthy

    Essenthy Master Guru

    Messages:
    415
    Likes Received:
    2
    GPU:
    GTX 980Ti 6GB
    op updated, ive put the mods/subs mods on top for more visibility
     
  14. The Silver

    The Silver Master Guru

    Messages:
    602
    Likes Received:
    14
    GPU:
    GTX 770 2GB
  15. ModAiC

    ModAiC Member Guru

    Messages:
    165
    Likes Received:
    12
    GPU:
    Radeon R7 260X

  16. The Silver

    The Silver Master Guru

    Messages:
    602
    Likes Received:
    14
    GPU:
    GTX 770 2GB
    Ah yeah you're right!
     
  17. txgt

    txgt Master Guru

    Messages:
    815
    Likes Received:
    3
    GPU:
    MSI GTX 1060 6G
    That is debatable. I added my own xml to envlighting.lib and it works. Just needed to add the name of my new xml-file to the filelist in "converted".xml.
     
  18. Essenthy

    Essenthy Master Guru

    Messages:
    415
    Likes Received:
    2
    GPU:
    GTX 980Ti 6GB
    the entire script of the E3 2012 demo is in the game, we tried to use it long ago, but not only it use ubisoft scripting that no one knows anything about, but the files it require are missing

    this game should be declared dead by now
     
  19. ModAiC

    ModAiC Member Guru

    Messages:
    165
    Likes Received:
    12
    GPU:
    Radeon R7 260X
    I meant like a whole new LIB, model and stuff like that. This game is dead tho ;(
     
  20. Klocko

    Klocko Member

    Messages:
    10
    Likes Received:
    0
    GPU:
    Too lazy to check

Share This Page