I think on modded vehicles that use Chrome relight might look a little brighter, besides that the matte look is intentional as I'm using it less as a reflection and more as a ambient light. Still looks good on vanilla vehicles since I tested it heavily on the chrome mac truck. I'll be tweaking it in the future but the matte look is staying
Suchsneak
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Could you take a picture of what your describing? The custom cubemaps have a blurred look to them, not a perfect mirror. I did this because it was easier to make and edit them rapidly, second to try to make chrome blend into the environment with brighter ground color and sky. The vanilla was very dark in comparison. There's a few adjustments I'd still like to make but I'm saving that for a later update
It's probably due to a few factors such as color correction, hdr, skybrightness. You could try setting the saturation to 1 instead of 1.1 in the colour correction xmls and see if that looks better. Otherwise there's a bunch of parameters that work together and changing one thing sometimes negatively effects something else, it's a balancing act. I'm still working on it but I'm trying to see if I can't open up the sky and cloud settings which will give me alot more freedom with how bright stuff is and when.
While it was brief, I had a chance to see night time with how dark the sky was but how much it lit up the white snow and it really felt close to what I remember irl in person. Had a guy talk about adjusting the latitude at the top inside the xml to adjust to different climates. It affects crop season and how long the days are vs nights. Also while I'm not sure if it also affects anything, in the seasonal settings there's min and max temperatures. Tried messing with this and there's no visual effect so I guess it's growth related. If the arctic map already has seasonal settings, best to copy them into the environment xml but keep the relight lighting parameters.
Thanks, your welcome :)
no no, it's all good. I've been getting a lot of feedback for something I overlooked. There's a auto streetlight toggle that is seperate from the environment seemingly which is annoying because I and a few others can't find a way to change it so I might just have to roll back the day times and keep all the other improvements. Glad your enjoying the mod, I hope to have a fix out soon!
Someone on the patch note page posted a quick fix, it's not perfect but works. You'll basically have to plug it in manually like before. relightstandalone.xml it's just a renamed environment.xml if that helps. Other wise proshot would have to be edited to understand how to read from relights files.
"Tr3n3rO
12 hours ago
I found a other way to fix the Problem. I take the colorgrading and enviroment from the Standalone and put them into the Map and all work fine without any error."
It's unlikely I'll be able to implement a fix for this as relight uses about 6-9 sets of cubemaps vs about 15-30 sets of vanilla cubemaps all at different intervals. So when proshot tries to select a cube map at for example 2pm there is nothing in Relights lookup table to load.
Well, if proshot was able to reference relights mod files and look up the right cubemap times then it would work. You'd have to ask the author of proshot if their interested in making a relight compatible version
I don't see any obvious issues. It might just be a painful process of keeping relight, then adding in 5 mods at a time, loading, seeing if crashes or not, and keep going until you find the conflict. Maybe one of those mods alters one of the same files relight does but I can't tell for sure. If you find the conflict in question there's a possibility a fix could be implemented, workaround, but you might just have to make a choice which mod to use if the conflict is too great.
I think it's possible, you can simply just not include the clouds/weather/season part of the xml and just have it in it's own seperate xml but I'm unsure how to make the map.xml load the now two seperate environment files. The caveat to all of this is that the clouds/weather are responsible for assigning the appropriate cubemaps to the environment. Without it, or the wrong cubemaps will make objects look very out of place.
I don't recommend using it with additional settings mod. It was cool that I could swap out the environment.xml on the fly but I soon learned it break something when trying to load because I use a different cubemap lookup, when these are different between xmls or even a simple spelling mistake would make it crash. Additionally the lighting would not update and switch between Relight and other environment xmls. Calmsden is my favorite map and I've had no issues so far putting it on there
It's just the way the enviroment.xml works. Sure we could maybe separate it but then we'd have to convince map makers to also split weather separately. Everything just kinda works together in the single file. However you can copy paste your weather settings into relight and it will then use the settings you previously had. Or copy relight into your environment xml ect ect
If you both play a mod map that has relight packaged into it you should be able to play together. Right now I don't think it will let you play vanilla maps, I could be wrong tho. I'm trying to get a standalone version released today so hopefully your issue will be resolved even if you have no luck yourself
Try not unpacking it and see if that helps, by that I mean dump the relight folder inside the zip without unpacking. Go edit the xml, save, and this is important, winrar will prompt you to overwrite the contents inside the zip, click save changes. Then fire it up and tell me what happens.
In anycase a standalone version will be releasing soon that can be toggled on in the mod menu and it will override the base game and modded maps environment file from being loaded and load the updated relight one it has.
I'm from canada, hello! A standalone version is almost ready to release, I'm adding a update to the night lighting, initially I had to sacrifice the moon light shadow to allow for the smooth sun rotation transition but I figured out a way to add it back in but hiding it much better than the vanilla game did. For example, vanilla game had a sun rotation of -80 degrees to 80 degrees and when the sun set at 80 degrees in the sky it would switch to -80 degrees and become the moon. It was very jerky. What I did was give both moon and sun 360 degrees of rotation, but I couldn't figure out how to swap the moon without ruining the sunrise sunset. I figured it out by replacing it about 2 hours after sunset when the moon is high in the sky. the shadow comes in gradually. The night sky is darker and looks more realistic. Moonlight will slightly give shape to objects that you can barely see in the dark, and everything that's in shadow is pitch black. I'm really happy with the new behavior and I'm excited to roll it out soon.
in terms of day length vs night my settings make things set a little later and rise a little earlier than default. However seasons drastically will change this parameter allowing for longer nights vs days. My own weather and seasonal changes will be coming in the future
I can test later today. Also the standalone version is coming sooner than expected, working back and forth with an amazing fella who's scripting it into a toggleable main menu mod, no more overwriting. The current relight will still be important for map modders who want to keep this lighting for console maps tho