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My "Lighting Patch" screenshots
Page 1 of 1
My "Lighting Patch" screenshots
Hi. From argentina.
I have done my presentation before. But I still need more reputation to post. BTW Iam rewriting all because lost internet conection. Sorry my english.
Well, since I meet GTR2(years ago) I have always been wondered if it could be graphically improved with the minimum hit on FPS.
So for the last year or so, I have been taken the time to work on a project I called the "Holacrosty Lighting Patch".
The main goal is to enjoy and to set a standard for track/car builders so they can really know how their work looks under the correct circumstances for them to choose the right saders and textures.
Although I still dont have total control of the 24hs cycle, I managed to acomplish the alignment of sun light, ambient light and shadows direction for 24hs racing.
(Because it is wrong)
So what my "patch" it has to offers:
- New shaders (SRPL L20 and couple more)
- Correct geolocation (wich is a disaster system)
- Alignment of sun light / ambient light / shadows direction at full 24hs.
- Realistic colours correction and intensity balance.
- 1 set of HD Skies for scene colour matching.
- Better Fog implementation (still not linear).
- Better shadows (reduced overlapping and almost no flikering)
- New Cubemaps.
- And I still dont see a hit on FPS, but they kinda look more stable now. And sometimes I think they get better, but I need to check on that.
So here only 3 sshots I can upload:
[You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.]
I have done my presentation before. But I still need more reputation to post. BTW Iam rewriting all because lost internet conection. Sorry my english.
Well, since I meet GTR2(years ago) I have always been wondered if it could be graphically improved with the minimum hit on FPS.
So for the last year or so, I have been taken the time to work on a project I called the "Holacrosty Lighting Patch".
The main goal is to enjoy and to set a standard for track/car builders so they can really know how their work looks under the correct circumstances for them to choose the right saders and textures.
Although I still dont have total control of the 24hs cycle, I managed to acomplish the alignment of sun light, ambient light and shadows direction for 24hs racing.
(Because it is wrong)
So what my "patch" it has to offers:
- New shaders (SRPL L20 and couple more)
- Correct geolocation (wich is a disaster system)
- Alignment of sun light / ambient light / shadows direction at full 24hs.
- Realistic colours correction and intensity balance.
- 1 set of HD Skies for scene colour matching.
- Better Fog implementation (still not linear).
- Better shadows (reduced overlapping and almost no flikering)
- New Cubemaps.
- And I still dont see a hit on FPS, but they kinda look more stable now. And sometimes I think they get better, but I need to check on that.
So here only 3 sshots I can upload:
[You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.]
Last edited by holacrosty on 9/12/2020, 15:08; edited 1 time in total (Reason for editing : wrong text colour)
holacrosty- Posts : 17
Join date : 2017-09-04
Age : 30
kk08, simspeed_racing, PassiveObsessive and farhanrf like this post
Re: My "Lighting Patch" screenshots
hello awesome job and welcome
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Rizky Farhan
farhanrf- Posts : 13
Join date : 2020-10-07
Age : 23
Location : indonesia
Re: My "Lighting Patch" screenshots
Just found your introduction post:
[You must be registered and logged in to see this link.]
Lets upvote this guy!
[You must be registered and logged in to see this link.]
Lets upvote this guy!
______________________________________________________________________________________________________________________
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Lee Day
harvestmouse- Posts : 934
Join date : 2013-10-08
Age : 43
Location : Surrey UK

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