|
|
|
 |
GODzilla  |
Trainee | Member since: 01.01.2008, 22:53 | Posts: 153 | Location: Germany |
Likes: 0 |
| |
|
Post Topic: Posted 04.01.2008, 04:44 |
The new version is outstanding! It makes the difference between a virtual world looking quite like one, and a virtual world looking real! For instance the mountains: In vanilla one could not say weather they're tiny hills only a few hundred meters away (comparison screenshot #9) or far away mountains, but with the nebula you added it's cristal clear (screenshot #10)! As I said before it looks natural, in reality it's the same (because of the air you have to look "trough") and you really did a great job adapting this into the game. A big THANK YOU. I think I'll stop playing crysis because of what you did....I stop and start all over again!  ) PS: The smilies here do suck. *g*
GODzillaâ„¢
Last edited by GODzilla on 04.01.2008, 04:47, edited 1 time in total.
|
|
|
|
|
|
|
|
 |
Beac  |
Skilled Modder | Member since: 21.11.2007, 00:05 | Posts: 780 | Location: UK |
Likes: 0 |
| |
|
Post Topic: Posted 04.01.2008, 05:29 |
I just replayed the mission "Village" and I can say, wow. It's fantastic, it looks so much better than Vanilla it's crazy.
Only thing, sunshafts don't seem to work now? Is this on purpose? The command is definitely enabled, but they just aren't cast?
|
|
|
|
|
|
|
 |
Traitorsgate  |
Beginner | Member since: 31.12.2007, 06:23 | Posts: 13 | Location: Australia |
Likes: 0 |
| |
|
Post Topic: Posted 04.01.2008, 06:28 |
Quote: Originally posted by Beac
Only thing, sunshafts don't seem to work now? Is this on purpose? The command is definitely enabled, but they just aren't cast? Working for me just fine using the following CVARS in my System.cfg file.... con_restricted = 0 r_UsePOM = 1 r_sunshafts = 1 e_water_ocean_fft = 1 q_renderer = 3 r_colorgrading = 1 r_UseEdgeAA = 2 r_HDRBrightOffset = 10
|
|
|
|
|
|
|
 |
Beac  |
Skilled Modder | Member since: 21.11.2007, 00:05 | Posts: 780 | Location: UK |
Likes: 0 |
| |
|
Post Topic: Posted 04.01.2008, 12:58 |
Hmm, Do those commands darken the sun a little too? It's slightly overpowering
|
|
|
|
|
|
|
 |
pydon  |
Crytek Staff Member | Member since: 22.12.2007, 18:13 | Posts: 138 | Location: Switzerland |
Likes: 0 |
| |
|
Post Topic: Posted 04.01.2008, 13:47 |
The provided System.cfg activates all necessary effects, sunrays and sunshafts.
With the Natural Mod, you even don't need colorgrading, because it is absolutely useless and you can have the same color render on high or very high settings.
Here are the basic cvars you can add to your system.cfg or autoexec.cfg to fully enjoy the mod:
q_ShaderPostProcess=2 r_UseEdgeAA=2 q_Renderer=2 r_sunshafts=1 e_water_ocean_fft=1 r_HDRRendering=1 r_HDRBrightOffset=10 r_HDRBrightThreshold=20
;Optimizations r_TexturesStreaming=0 e_shadows_max_texture_size=768 r_ShadowBlur=0 r_SSAO=0
Last edited by pydon on 04.01.2008, 13:56, edited 3 times in total.
|
|
|
|
|
|
|
 |
GODzilla  |
Trainee | Member since: 01.01.2008, 22:53 | Posts: 153 | Location: Germany |
Likes: 0 |
| |
|
Post Topic: Posted 04.01.2008, 14:06 |
Just a quick question: I don't have to add all of these (a few of them are already in) when I've already enabled very high effects using the released "CVarGroups"-files, right?
GODzillaâ„¢
|
|
|
|
|
|
|
 |
pydon  |
Crytek Staff Member | Member since: 22.12.2007, 18:13 | Posts: 138 | Location: Switzerland |
Likes: 0 |
| |
|
Post Topic: Posted 04.01.2008, 14:12 |
No, you don't. But you may have a small performance boost if you add those lines.
At least, I highly recommend adding these two lines:
r_HDRBrightOffset=10 r_HDRBrightThreshold=20
Because they remove annoying and unrealistic HDR glitches in tree canopy and buildings, when you look through the windows for example.
|
|
|
|
|
|
|
 |
GODzilla  |
Trainee | Member since: 01.01.2008, 22:53 | Posts: 153 | Location: Germany |
Likes: 0 |
| |
|
Post Topic: Posted 04.01.2008, 14:17 |
These two are already in. I used your system.cfg as a basis, added just a few of my old settings and restored some of your mentioned defaults / reactivated motion blur and dof. It definitely runs better than before.
GODzillaâ„¢
|
|
|
|
|
|
|
 |
GODzilla  |
Trainee | Member since: 01.01.2008, 22:53 | Posts: 153 | Location: Germany |
Likes: 0 |
| |
|
Post Topic: Posted 04.01.2008, 17:47 |
PS: Does anybody know why the shadows look like this on very high: http://s6.directupload.net/images/080104/i8nkc7sr.jpgWhen I set them at medium they look normal, but at medium all the shadows seem to flicker somehow... I'll try "high" using the system.cfg. Oh and it's not the system.cfg that is causing the strange very high shadows, they look this way even when I disable the cfg! /edit: Found it, it's the option "r_ShadowJittering=x" which is set to 2.5 @ high & very high. When I set it back to 1 the shadows become more "loose" but they don't look like "white noise" or something like that.
GODzillaâ„¢
Last edited by GODzilla on 04.01.2008, 18:50, edited 1 time in total.
|
|
|
|
|
|
|
 |
Beac  |
Skilled Modder | Member since: 21.11.2007, 00:05 | Posts: 780 | Location: UK |
Likes: 0 |
| |
|
Post Topic: Posted 05.01.2008, 01:08 |
Hmm, There's something about your config which lowers my framerate to 0 in my map....
|
|
|
|
|
|
|
 |
TYRANICK  |
Trained Modder | Member since: 05.11.2007, 21:28 | Posts: 369 | Location: England |
Likes: 0 |
| |
|
Post Topic: Posted 05.01.2008, 01:25 |
Pydon i have a question to ask... Does your mod in any way effect or conflict with [hp]'s Very high quality custom config?: Very High Quality Custom Config [Current version 1.2]As a love that, and I love this!
Q6600 @ 2.4ghz| 8800GTS 512MB G92 @ 700/2050 Stable| Crucial Ballistix (2x1GB) RAM stock
|
|
|
|
|
|
|
 |
pydon  |
Crytek Staff Member | Member since: 22.12.2007, 18:13 | Posts: 138 | Location: Switzerland |
Likes: 0 |
| |
|
Post Topic: Posted 05.01.2008, 01:36 |
His mod is a CVAR tweak, so it will probably work with the Natural Mod. However, I can't assure you that the render will be optimal.
Last edited by pydon on 05.01.2008, 01:43, edited 1 time in total.
|
|
|
|
|
|
|
 |
TYRANICK  |
Trained Modder | Member since: 05.11.2007, 21:28 | Posts: 369 | Location: England |
Likes: 0 |
| |
|
Post Topic: Posted 05.01.2008, 01:42 |
I thought it was just TOD's...
Oh well i'll try it out when i can, with and without of course =]
Q6600 @ 2.4ghz| 8800GTS 512MB G92 @ 700/2050 Stable| Crucial Ballistix (2x1GB) RAM stock
|
|
|
|
|
|
|
IllusionMPN  |
Beginner | Member since: 03.01.2008, 21:27 | Posts: 5 |
Likes: 0 |
| |
|
Post Topic: Posted 06.01.2008, 01:15 |
Hey guys, the file that we are hosting has done over 120gb in a 24 hour period. It won't be long and we don't be able to host this file. If you haven't downloaded it yet, hurry up and get it while you can. In about an hour or two the file will be terminated on our website ( TheCrysisHQ.com) I'd like to thank Pydon for giving us the opportunity to host his file.
|
|
|
|
|
|
|
 |
Traitorsgate  |
Beginner | Member since: 31.12.2007, 06:23 | Posts: 13 | Location: Australia |
Likes: 0 |
| |
|
Post Topic: Posted 06.01.2008, 08:05 |
Nice work Pydon with the Mod. The Night time scenes are a good compromise. Sadly the caps I took during the second half of the Relic level don't do the Mod justice. However the three following caps from the beginning of the Relic level I think illustrate how the v1.1 of the Mod is a good compromise between the Vanilla version and the latest version of the Mod...  Crysis original version.  Natural Mod Beta v.1.0  Natural Mod v.1.1 Ambient fog is not too excessive and the foliage is not overly saturated like the original. Will definitely be keeping the Mod installed.
Last edited by Traitorsgate on 06.01.2008, 08:34, edited 2 times in total.
|
|
|
|
|