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Post by mlleemiles on Jan 25, 2018 18:57:18 GMT
Mod is now compatible with all versions , thanks to JRavens! This mod restores lighting, clouds, sky, fog and god rays presets from E3 2014, whose codes were left over in the game archives. Since the cloud textures have changed, clouds may not match the 2014 version. Download: www.nexusmods.com/farcry4/mods/56
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Post by JRavens on Jan 25, 2018 20:21:13 GMT
Looks very nice indeed. Welcome to the boards. It's great to see someone from the watchdogs crowd try editing Far Cry as the file structures are incredibly similar (actually Ubi uses lots of proprietary file types across all their games) Hope you will experiment more and share your creations and findings. I personally have always wanted to make far Cry 4 daytimes lighter and night times darker. Would be interested in what templates you edited and how. I've not done much experimenting with the environment templates other than changing storm delays in Far Cry 3 and making them more frequent. PS - I edited your post above and removed that bit about your copy of the game as that is not allowed here. The game is very inexpensive these days and goes on sale all the time. isthereanydeal.com/search/?q=far+cry+4
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Post by mlleemiles on Jan 25, 2018 20:30:34 GMT
Looks very nice indeed. Welcome to the boards. It's great to see someone from the watchdogs crowd try editing Far Cry as the file structures are incredibly similar (actually Ubi uses lots of proprietary file types across all their games) Hope you will experiment more and share your creations and findings. I personally have always wanted to make far Cry 4 daytimes lighter and night times darker. Would be interested in what templates you edited and how. I've not done much experimenting with the environment templates other than changing storm delays in Far Cry 3 and making them more frequent. PS - I edited your post above and removed that bit about your copy of the game as that is not allowed here. The game is very inexpensive these days and goes on sale all the time. isthereanydeal.com/search/?q=far+cry+4These are the environment templates for general world environment However, lacking some other definitions for a lot of fields in these templates, the best you can do is trail and error.
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Post by JRavens on Jan 25, 2018 21:43:28 GMT
However, lacking some other definitions for a lot of fields in these templates, the best you can do is trail and error. Oh I see. There are various zones the world space is chunked up into. Ayep this is kind of similar to Far Cry 2 though expanded a lot. Hmmmm... I seem to remember coming across these zones in another html file... I'll have to go digging.... OK so all of those ID numbers in each zone (Fog, DOF, Shadow, etc) refer to ID numbers in the templates further up in the file under Database Manager. Each template though has those damn knots files entries which are useless without the original tools that they used to set everything. I'm envisioning sliders or something they used to set various environmental settings and it outputted to these nodes/knots. Damn. I see what you mean about experimentation. Presumably the best you can do is swap around those ID numbers to point to other templates. Editing the templates themselves would be a bit daunting requiring quite a lot of trial and error... Some at least have meaningful entries (though as you point out not knowing exactly what these field values you do you would have to do a lot of playing around): EXAMPLE <object name="Template"> <field name="text_NameId" type="String">Preview_Lighting:Preview_DoF</field> <field name="NameId" type="BinHex">900D2BE8</field> <field name="text_Template" type="String">7641351277194</field> <field name="Template" type="BinHex">E114BB78</field> <object name="Template"> <field name="text_hid_DTCTH_ClassName" type="String">CEnvironmentDepthOfField</field> <field name="hid_DTCTH_ClassName" type="Hash32">EA6D96E2</field> <field name="bEnabled" type="Boolean">True</field> <field name="fFocusDistance" type="Float32">0.001</field> <field name="fNearDistance" type="Float32">0</field> <field name="fFarDistance" type="Float32">400</field> <field name="fBlurScale" type="Float32">0.25</field> <field name="fCircleOfConfusion" type="Float32">0.12</field> <field name="bApplyDOFToSky" type="Boolean">False</field> <field hash="12B84C9D" type="Boolean">False</field> <field name="selBokehShape" type="Enum">5</field> <field name="fBokehBrightnessThreshold" type="Float32">0.2</field> <field name="fBokehBrightnessMultiplier" type="Float32">10</field> </object> </object> BlurScale and ApplyDOFToSky seem obvious from the names, but CircleOfConfusion? I dunno enough about light and photo rendering to even begin to make guess on Bokeh besides having a vague understanding of what Bokeh is... Anyways really interesting stuff. Thank you for the heads up. I would like to mess around with this more at some point. Maybe compare the FCP main manager entries and see if I could puzzle out how to make the game brighter and less coffee stained (especially at "night" blech) I'll upload a commented 1.10 file later you can download and alter if you want. That would allow more folks to use your mod
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Post by mlleemiles on Jan 25, 2018 23:18:22 GMT
However, lacking some other definitions for a lot of fields in these templates, the best you can do is trail and error. Oh I see. There are various zones the world space is chunked up into. Ayep this is kind of similar to Far Cry 2 though expanded a lot. Hmmmm... I seem to remember coming across these zones in another html file... I'll have to go digging.... OK so all of those ID numbers in each zone (Fog, DOF, Shadow, etc) refer to ID numbers in the templates further up in the file under Database Manager. Each template though has those damn knots files entries which are useless without the original tools that they used to set everything. I'm envisioning sliders or something they used to set various environmental settings and it outputted to these nodes/knots. Damn. I see what you mean about experimentation. Presumably the best you can do is swap around those ID numbers to point to other templates. Editing the templates themselves would be a bit daunting requiring quite a lot of trial and error... Some at least have meaningful entries (though as you point out not knowing exactly what these field values you do you would have to do a lot of playing around): EXAMPLE <object name="Template"> <field name="text_NameId" type="String">Preview_Lighting:Preview_DoF</field> <field name="NameId" type="BinHex">900D2BE8</field> <field name="text_Template" type="String">7641351277194</field> <field name="Template" type="BinHex">E114BB78</field> <object name="Template"> <field name="text_hid_DTCTH_ClassName" type="String">CEnvironmentDepthOfField</field> <field name="hid_DTCTH_ClassName" type="Hash32">EA6D96E2</field> <field name="bEnabled" type="Boolean">True</field> <field name="fFocusDistance" type="Float32">0.001</field> <field name="fNearDistance" type="Float32">0</field> <field name="fFarDistance" type="Float32">400</field> <field name="fBlurScale" type="Float32">0.25</field> <field name="fCircleOfConfusion" type="Float32">0.12</field> <field name="bApplyDOFToSky" type="Boolean">False</field> <field hash="12B84C9D" type="Boolean">False</field> <field name="selBokehShape" type="Enum">5</field> <field name="fBokehBrightnessThreshold" type="Float32">0.2</field> <field name="fBokehBrightnessMultiplier" type="Float32">10</field> </object> </object> BlurScale and ApplyDOFToSky seem obvious from the names, but CircleOfConfusion? I dunno enough about light and photo rendering to even begin to make guess on Bokeh besides having a vague understanding of what Bokeh is... Anyways really interesting stuff. Thank you for the heads up. I would like to mess around with this more at some point. Maybe compare the FCP main manager entries and see if I could puzzle out how to make the game brighter and less coffee stained (especially at "night" blech) I'll upload a commented 1.10 file later you can download and alter if you want. That would allow more folks to use your mod Quality post! Actually, editing knots and fields is very common in watch dogs modding, which I got to be familiar with after a few weeks research. The fields in FC4 actually have not changed that much since FC3, only with some other new fields that can possibly be determined after a few tries. The biggest difficulty is resolve the original "curve" as mentioned a lot in this file. For example: For value field, it usually goes like "Time of day, Intensity, Curve-related, Curve-related". As for info and type, I have no idea what these 2 does. It'd be really interesting to reverse these info. At the moment, the editing only focuses on the first two values - time of day and intensity as it's too big a mathematical problem for accurate editing. As for the html file you mentioned, I bet it is fcc_main.xml, which can be converted with convertXML in dunia tool. And sure, I can update the mod for latest version if you upload the original file from 1.10's patch.dat. Thanks!
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Post by JRavens on Jan 26, 2018 15:41:00 GMT
Attached is the v1.10 Main Managers file. I haven't had an opportunity to put comments in it yet however it should convert with searchable strings just like any of the other versions (I use Fino's Dunia tools to convert FCB files and it works for me - they can still be found on Nexus Mods for anyone looking for them) fcc_main.managers.fcb.zip (329.96 KB)
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Post by mlleemiles on Jan 26, 2018 20:57:02 GMT
Mod has been updated to latest version and is compatible with all versions of game!
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