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Good to know, guess if he (or you) can't or won't tell us what file it pertains to, I'll have to load up his tool again, dump loads of files I don't need to mod into my Docs folder again, risk having false positive issues, and pore over the files extensively to look for a "particles" command, just to give the game the last detail of realism.
Okay okay youre right its Ashes Flocks
They make much sense because many stuff is burning in the City so these Flocks/Dust Ashes stuff is flying around. To remove this it would make the City more static.
From the main.ppfx file:
if(b_sky_on)
{
If("f_pp_dust_amount", "", "", "", "")
{
If("f_dust_soot_on", "", "", "", "")
{
Mesh("particles_0000.msh", "soot_particles.mat", "std");
}
If("f_dust_soot_on", "", "", "", "not")
From the render_loop.ppfx file:
If("f_pp_dust_amount", "", "", "", "")
{
If("f_dust_soot_on", "", "", "", "")
{
Mesh("particles_0000.msh", "soot_particles.mat", "std");
}
If("f_dust_soot_on", "", "", "", "not")
The only thing I can think of is to try filling in all the quotes following dust soot with "not".
So paper particles that move in the same direction and are same size no matter what the wind direction is, is realistic?
Whatever you want to call it, dust, soot, dust_soot, its not good and im sure it effects the FPS a bit medium i would guess on a framerate hit.
Square particles flying through the air with no logic in relation to the wind direction is not atmospheric.
If you guys remember The Last of Us, that had good particle effects (thinking about the spore locations in game) very well done.
I mean as this game is a baby of TLoU, Dead Island, Left 4 Dead etc., maybee they can put that type of spores in and take the square floating pixels out of the game, IMHO.
Only thing I found is if you 'disable pigeons' it doesnt work :(. Need vultures i think! :)
The only lingering effect I'm not quite happy with is desaturation, which I've yet to see a mod of. Dead Island had one, but this game is so heavily desaturated it needs one more actually.
I already tried setting all the values to 0.0 in the varlist_desaturate.scr file, but colors still look way too faded even with my TV's Color bumped 5 notches above what I have it on for desktop and TV.
Thanks!
Go to Dying Light directory, open the DW folder, open Data0.pak with WinRar. Open the data folder. Scroll to postprocess and open it. Open the include folder. This is where you'll find those files. Highlight then extract them one at a time to Documents\Dying Light\out\data\postprocess\include. You'll need to create any of those folders that are missing.
Now open Notepad, drag each file one at a time into it. Do an Edit\Find search for f_dust_soot_on. In the f_dust_soot_on line that has the word not in quotes, make each empty set of quotes the same way. Select File/Save in Notepad.
If SweetFX didn't have a huge glaring flaw, I'd use it. I like much of what it can do, but I've yet to see any game it's used on that doesn't have unbalanced lighting as a tradeoff. Everything suddenly looks too dark in dark areas, and too bright in light areas. That is unacceptable to me.
Anyone else having this issue and also anyone know the fix for it?
Thanks!
Cheers.
Why did you even want to know the file paths if you're trying to use the tool?
Just do it manually like I showed above, it works perfectly fine.
Who wouldnt rather point and click a box and take 1 second, vice spending minutes doing that?
Options mate. Options.
Seriously, it's about FPS and optimization.
BTW, this game should be like Burger King, make/mod it your way (if you have been keeping up on techland's news for this game and upcoming mod tools to the public, it seems to support this feeling). So it seems this game is about to be a modders dream.
Try in google: Dying Light Nexus. Takes you to tthe current mods for this game.
Enjoy. Expecially you SLIRazer! :)