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bis_iceman

Structures - Ambient Occlusion Improvements

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Liking the changes so far, after the lighting update interiors never quite felt the same, and while I understand there's that whole thing of light bouncing and illuminating its surroundings, it looked washed out in comparison to before.

One question, are these changes effecting primarly the ambient occlusion settings or are these various tweaks of the ADS files per structure so that the interior is darker?

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7 hours ago, mickeymen said:

 Seriously, I don't make any mistakes.

Yeah i'm sure you dont. With your permission I would like to recommended you to CUP and several other mod projects, they definitely need more people who never make any mistake.

7 hours ago, mickeymen said:

Probably you are asking me not to complain and just silently buy every update. I bought every DLC and I, like everyone else which support the game for almost 4 years, have the right to complain/  It's obvious.

You can complain all you want for what i care, or even make a scene about easily fixable bugs that a day old change would have introduced in devbranch. I'm not here to stop you. Nobody is going to take you serious when you do stuff like that however.

 

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Looks splendid really. Thanks for updating the game constantly with nice things like that ;)

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Yep, screenshots in OP looked too extreme for me but I've been spending a few hours playing the release candidate and never saw anything I felt was extreme so the screenshots must have tricked me.

 

Now onto new things! Dynamic shadows pls...

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I loaded up the dev branch and also found out a little thing they "fixed". It seems that antialiasing is working.

 

At the moment me and my mates are playing Exile on Namalsk, and no matter what setting I choose, little branches always have white edges (like if you set the sharpness over 9000!). In Dev-branch I didn't encounter this. After going back to release, I saw the difference. White edges on every small branch of a tree, and also slightly flickering edges on shrubberies.

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On 2/7/2017 at 6:33 PM, PuFu said:

 

would you be so kind and once you have figured the optimal contrast for the ADS(HQ ?) bakes, to share the bake settings as well, so the few that have WIP structures adjust to it?

@bis_iceman

i hate to quote myself, but can we get an overview of what you changed and the new bake settings? (whatever software you used, be it max, maya or modo is fine). I can try to figure it out on my own, but i would rather use the same settings for everything rather than individual basis....

 

via @Pennyworth (i_Shed_ind used as example):

ADS:

all channels:
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=2020afa6-eda2-11e6-8b75-0edaf8f81e27

green:

https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=eaa7d5f2-eda1-11e6-8b75-0edaf8f81e27

blue:

https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=010f4fb4-eda2-11e6-8b75-0edaf8f81e27

 

MC:
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=be5e2c84-edac-11e6-8b75-0edaf8f81e27

 

 

 


 

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On 2/26/2017 at 9:28 PM, OlegAckbar said:

http://imgur.com/a/HackS

some doors have disgusting white line under them

Was this fixed? Also, the keypad hanging on the wall isn't affected by the lighting which reduces immersion too.

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