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User avatar   Hardcore Modder Hardcore ModderMember since: 11.11.2011, 07:36Posts: 811Location: Asia Likes: 0
 

 Post Topic: Re: QualityMod v1.91
PostPosted 05.07.2012, 13:53 
what music is this?name please :puppy:


Image
Role :Texture artist
My skills : Level Designer|Game Designer|Sound Designer|3D Artist|2D Artist|


Last edited by ceylonfarmer on 05.07.2012, 17:29, edited 1 time in total.

User avatar   Uber Modder Uber ModderMember since: 04.05.2011, 17:12Posts: 1165Location: Belgrade Likes: 2
 

 Post Topic: Re: QualityMod v1.91
PostPosted 05.07.2012, 15:24 
Quote by damndamnboi:
Quote by promuckaj:
OK.
No problem, this is what I need, 180/114. ;)


Oh, so the time of day doesnt matter? It can follow the sun as you slide the timer?


Not exactly. When you slide the timer, sun position is also changed. This is to bad. I try a long time a go to fix this problem, but without success, because via node what I using I get weird parameters for rotation, it is not circle of 360 degrees, what I need, I get 0-180 and 0 - -180, so that is the crucial problem, so for each SP level, when I creating my mod I need to make different calculation for LF, ahhhh, it is so disturbing! X(

So..., NO, if you change time you will loose the point of LF. :(

@ceylonfarmer
Arrival of the birds by Cinematic Orchestra


  Trainee TraineeMember since: 17.12.2010, 02:19Posts: 109 Likes: 0
 

 Post Topic: Re: QualityMod v1.91
PostPosted 05.07.2012, 15:38 
Quote by promuckaj:
Quote by damndamnboi:
Quote by promuckaj:
OK.
No problem, this is what I need, 180/114. ;)


Oh, so the time of day doesnt matter? It can follow the sun as you slide the timer?


Not exactly. When you slide the timer, sun position is also changed. This is to bad. I try a long time a go to fix this problem, but without success, because via node what I using I get weird parameters for rotation, it is not circle of 360 degrees, what I need, I get 0-180 and 0 - -180, so that is the crucial problem, so for each SP level, when I creating my mod I need to make different calculation for LF, ahhhh, it is so disturbing! X(

So..., NO, if you change time you will loose the point of LF. :(

@ceylonfarmer
Arrival of the birds by Cinematic Orchestra

oh sounds like a difference between cosin and sin thing. -180 to 180. Thats 360 degrees but offset by 180 degrees.
User avatar   Uber Modder Uber ModderMember since: 04.05.2011, 17:12Posts: 1165Location: Belgrade Likes: 2
 

 Post Topic: Re: QualityMod v1.91
PostPosted 05.07.2012, 15:42 
Quote by damndamnboi:
oh sounds like a difference between cosin and sin thing. -180 to 180. Thats 360 degrees but offset by 180 degrees.

Yeah! That is the biggest problem for my LF.


  Trainee TraineeMember since: 17.12.2010, 02:19Posts: 109 Likes: 0
 

 Post Topic: Re: QualityMod v1.91
PostPosted 05.07.2012, 15:50 
Quote by promuckaj:
Quote by damndamnboi:
oh sounds like a difference between cosin and sin thing. -180 to 180. Thats 360 degrees but offset by 180 degrees.

Yeah! That is the biggest problem for my LF.


Would it work if we flip the north south value by 180?
User avatar   Uber Modder Uber ModderMember since: 04.05.2011, 17:12Posts: 1165Location: Belgrade Likes: 2
 

 Post Topic: Re: QualityMod v1.91
PostPosted 05.07.2012, 16:12 
Quote by damndamnboi:
Quote by promuckaj:
Quote by damndamnboi:
oh sounds like a difference between cosin and sin thing. -180 to 180. Thats 360 degrees but offset by 180 degrees.

Yeah! That is the biggest problem for my LF.


Would it work if we flip the north south value by 180?

:) Yeah, probably, I have something on my mind, if I fix this then my LF will work perfectly, according to sun position. ;)
The point is that I don't have to much free time, but on weekend I will try something. I don't know how you work and understand flowgraph stuff and nodes, but if you think that can help, it is great. :)


  Trainee TraineeMember since: 17.12.2010, 02:19Posts: 109 Likes: 0
 

 Post Topic: Re: QualityMod v1.91
PostPosted 05.07.2012, 16:23 
Thx! Btw no rush, I am goin on holiday tmr from work. Even if its for a stationary sun position it would already be fine for me, I m doing architectural renderings with it. As for flow graph I am really not familiar with it, but it looks abit like the grasshopper in rhino.
  Trainee TraineeMember since: 17.12.2010, 02:19Posts: 109 Likes: 0
 

 Post Topic: Re: QualityMod v1.91
PostPosted 17.07.2012, 08:33 
Hi promuckaj, I am looking forward to the flowgraph you are tailor making for me, hows the progress? A Static one would already do the job for me. Thanks again!
  Beginner BeginnerMember since: 14.07.2012, 23:06Posts: 15 Likes: 0
 

 Post Topic: Re: QualityMod v1.91
PostPosted 17.07.2012, 11:09 
Gonna try this out thanks :)
  Beginner BeginnerMember since: 07.03.2009, 03:54Posts: 5 Likes: 0
 

 Post Topic: Re: QualityMod v1.91
PostPosted 01.08.2012, 01:50 
How do I disable the depth of field this mod uses COMPLETELY and have it go back to the vanilla settings Crysis 2 uses? I tried deleting the config folder inside the qmod folder but the DOF is still ingame. It's way too blurry for my tastes and makes the game look awful to me.
User avatar   Uber Modder Uber ModderMember since: 05.11.2011, 16:26Posts: 1811Location: Czech Republic Likes: 12
 

 Post Topic: Re: QualityMod v1.91
PostPosted 01.08.2012, 10:32 
Quote by eviltoast499:
How do I disable the depth of field this mod uses COMPLETELY and have it go back to the vanilla settings Crysis 2 uses? I tried deleting the config folder inside the qmod folder but the DOF is still ingame. It's way too blurry for my tastes and makes the game look awful to me.

Press o and set it to low. And next time, don´t delete anything in the mods folder, then this way weird topics are made -_-
  Beginner BeginnerMember since: 07.03.2009, 03:54Posts: 5 Likes: 0
 

 Post Topic: Re: QualityMod v1.91
PostPosted 01.08.2012, 19:29 
No, I want to remove it completely. I already have it set on the lowest setting (by pressing o) but its still too blurry. And I deleted the config folder because of what the author posted a couple pages back:

Quote:
Only thing that was changed, because of dynamic near weapon dof, is "ShaderPostProcess", by one level down(when you put on ULTRA it is not ultra). Anyway if you think that game is not look good enough for you, you can activate those ultra postprocess of shaders by deleting-removing folder "Config" inside of my mod folder "qmod", but then you will loose dynamic near weapon dof(only this nothing else).
User avatar   Uber Modder Uber ModderMember since: 04.05.2011, 17:12Posts: 1165Location: Belgrade Likes: 2
 

 Post Topic: Re: QualityMod v1.91
PostPosted 01.08.2012, 22:59 
Quote by eviltoast499:
No, I want to remove it completely. I already have it set on the lowest setting (by pressing o) but its still too blurry. And I deleted the config folder because of what the author posted a couple pages back:

Quote:
Only thing that was changed, because of dynamic near weapon dof, is "ShaderPostProcess", by one level down(when you put on ULTRA it is not ultra). Anyway if you think that game is not look good enough for you, you can activate those ultra postprocess of shaders by deleting-removing folder "Config" inside of my mod folder "qmod", but then you will loose dynamic near weapon dof(only this nothing else).

Hello.
If you read it carefully, you can see that I said about near WEAPON dof, that's all what you can remove by deleting those config folder. I f you want to remove completely depth of field in game, then only way for you is to use my flowgraph, import it(via editor) to your map-level and delete only dof or whatever. If you mean on SP mission, you must do this for all levels, one by one. Sorry, there is no other way. Anyway my mod is from beginning based on depth of field(later I added some other cool stuff like lens flare....). ;)


  Beginner BeginnerMember since: 07.03.2009, 03:54Posts: 5 Likes: 0
 

 Post Topic: Re: QualityMod v1.91
PostPosted 02.08.2012, 04:06 
Thanks for that good reply. I had interpreted NEAR WEAPON DOF as the general dof that you see when using this mod. I understand how DOF can make a game look better but I just thought this was too overboard. Everything in the distance (anything farther than 60 meters I'd guess) was too out of focus whether I stood behind something or out in the open. I'll try your method to remove it.
  Beginner BeginnerMember since: 22.02.2011, 20:42Posts: 33 Likes: 0
 

 Post Topic: Re: QualityMod v1.91
PostPosted 05.08.2012, 00:33 
I appear to be having problems with Quality Mod v1.91, and I upgraded my graphics card from an [GeForce GTX 460 - 1GB] to the [GeForce GTX 670 - 4GB], yet I still freeze on the level "Road Rage" (FDR as the game files call it). When I go under the broken train tracks, my game freezes. When I enter the CELL compound, game freezes. Both times I solved it by using the Windows key to make the game windowed, and waiting forever for the game to snap out of its apparently-hypnotic trance before I go back to gibbing CELL troops left and right.

Here's my updated specs...
Processor: AMD Phenom II X6 1045T (2.7 GHz)
RAM: 8GB
Graphics Card: NVIDIA/EVGA GeForce GTX 670 SC+ (4GB)
Hard Drive: 1TB (509GB free)
OS: Windows 7 Home Premium (x64)
Primary Monitor: HP 2511x (1080p)
Secondary Monitor: LG L227W (1050p)

Any help you can provide would be much appreciated!