Makes game brighter during the day, darker at night and disables tonemap at all for underground levels.
When you set correct tonemap value Moddb.com with sun high in the sky it is often messes up night illumination.
Or shiny morning sun blazes with unmatched intensity.
Upon that distant forest path, there's been sunlight in the autumn leaves...
Oh, where was I? Right, so script only changes r2_tonemap settings gradually (every hour) and disables it on level change to underground location.
Choose your tonemap eyes adaptation speed script (1 or 10). Lower value for less visible hourly tonemap setting changes transition.
Thanks, just what I needed! The problem with lightning you've described actually worried me. Also, what do you think about adjusting bloom and gloss factor dynamically too? For example, bigger values for bloom would look picturesque at night. But this would also make daylight overexposured, so that could be a solution too. The same about gloss - PBR looks good during day or night with different values.
As there is no linear dependency, like with sun and tonemap, I don't know how to properly tie other values to this. We can't make random gloss or bloom spikes, there is no way to guess when and where it is appropriate.
I believe tonemap only responds to natural light - e.g. Sun light source and ambient, it doesn't inlfuence or react to artificial lights, meaning that tonemap should not do anything underground whatsoever, even when turned on, but I might be mistaken
But it works underground, quite efficiently I must say, which is why should be disabled. Easy to find out in console r2_tonemap on/off or with Moddb.com
i have that addon installed, but haven't been underground yet, will try :D
it would be great if I could set my own values for various situations with your addon, because now all values are pre-defined right? and I have my own settings that I like outside and I don't want your addon to mess that up, but your mod might actually be a game changer though, I don't know why something like this was not implemented in core of Anomaly, it would make sense
Yes, values here are hard-coded. In script you can change hours range, tonemap settings delta (currently its 0.1 step for both lowlum and middlegray), min and max brightness values for peak and bottom output. I set it to 10-14 hrs range maximum light and zero hour deep dark.
Very good idea, good job! Could it work in Shadow of Chernobyl?
Without changes - no, there are no such listeners in SoC as in CoC. Perhaps there are analogous callbacks, one way or another code must be rewritten. Besides, I don't remember if there is r2_tonemap at all in SoC.
Didn't know someone can config those values too, it works for DX8? I hope it does.
Thanks for the mod though.
Does this mod have any incompatibilities with other mods that, say, modify the weather or the like?
No, it modifies only certain lines in appdata\user.ltx file.
фпс кушает?
Нет, скрипт срабатывает раз в игровой час и только изменяет настройки освещения, которые и так уже включены всегда, по-умолчанию.
Good idea :)
Jeredy thanks for this addon, it's a real saver. I no longer have to adjust values myself in different light conditions, everything just plays around well on it's own. Good job. :)
можно ли для туннелей и других локаций, где нет источника света, сделать их более темными?
Теоретически можно, но только отслеживая по координатам игрока и изменяя настройки освещения при входе/выходе из затемняемого сектора. На сколько этот вариант приемлим не знаю, надо тестировать. К сожалению, туннели (как на янтаре и в мертвом городе) считаются надземными сооружениями, так как расположены на все том же игровом уровне, без переходов, и установить отдельное распределение света для них не представляется возможным. Как-то так.
Хм, ну координаты некоторых мест можно взять из мода "TB's Coordinate Based Safe Zones", он как раз добавляет новые безопасные зоны, а это чаще всего темные помещения
Oh my god, thank you so much for this mod :D
Fantastic mod
There is a little issue. when cleaning mask theres like lightnight happening. a little flickering
I'd actually set the Tonemap_adaptation to a lower value like 1, makes the adaptive eye effect a lot smoother and less noticable.
Open script with any text editor, line 34:
get_console():execute("r2_tonemap_adaptation 10")
Change to:
get_console():execute("r2_tonemap_adaptation 1")
Very easy to do.
Been testing both settings, but cant really say there is much difference.
First would like to thank you for this addon! Works absolute wonders. Got an issue though, after every load (changing maps, close and reboot game) it keeps resetting the values I last changed. i.e I set tonemap to .55, then leave the map I made those changes on to the next map and now I'm back to default.. so I have to open GUI and change the settings again only to have to repeat the process infinitely after every map change. Same goes for hopping off for the day, coming back the next, and bam all my tonemap settings reverted to default. Any clue whats happening? Also running Grok's Graphic Patcher btw. Thanks in advance!
Lines 44 and 45 script (reuploaded script in two predefined variants for different tonemap adaptation):
get_console():execute("r2_tonemap_adaptation 1")
get_console():execute("r2_tonemap_amount 1")
Set constant values. Open dynamic_tonemap.script with any text editor (Notepad++) and edit to your liking.
Question - What is the difference between this and Dynamic Time-Based Tonemap (Extended)?
Don't know, Extended is being developed by another guy.
How do I install this? Sorry, I am a noob ;_;