[REL] RCRN - Realistic Colors and Real Nights- Thread#2

Post » Sun May 27, 2012 2:34 pm

Some posts went away. This is a discussion thread for the mod, not a debate about whether something is proper HDR or not. Which is okay to discuss but not with all the insult throwing that was going on here. Lets get back on topic and keep it civil. If you must, discuss it privately.
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Sun May 27, 2012 1:27 pm

Have you guys thought about making changes to the way eye adaption works? Make the effect more pronounced like so:

[img]http://farm8.staticflickr.com/7264/7061684373_5b043714a0_b.jpg[/img]

This is a bit of an extreme example but it's a particularly nice effect when you come out of a dark place that your eyes have adjusted to. Also it can be very useful for seeing things hidden in shadow.

Looking forward to v2.2 keep up the good work guys.
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Sun May 27, 2012 8:17 pm

I will talk with the team about eye reduction, thanks for sharing :smile:

In the meantime, we are about to release 3.0 .. which is a huge update since the HDR has been totally reworked and another ton of things like Dynamic Interiors! =) , aLaaa will soon post officially all the changes and stuff about it...

You can watch the Release Video Here : http://youtu.be/gFFOyfcAxh8?hd=1
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Sun May 27, 2012 11:22 am

Zocks, will the new version be able to work with the newest enb series (111) that adds nice shadows? I wanted to try the enb thing, but installing that made RCRN v2.1 not work (replaced a .dll file).
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Sun May 27, 2012 3:34 pm

Spiffyman, I dont know about the Version 111, but ENB its RCRN Compatible via DLL Proxy .. Here are the Instructions:

NB Version before 103: Rename the RCRN′s d3d9.dll to d3d9_RCRN.dll. Then edit your enbseries.ini . Set EnableProxylibrary and InitProxyfunctions to =true . the proxyLibrary=d3d9_RCRN.dll.ENB
Version from 103: d3d9.dll need no rename since this ENB Versions use an Injector.
Thats it. Be aware that, both mods can be used at the same time, but the Color Palette from RCRN will be different due the ENB settings.. so you dont get A Pure RCRN feeling as intented but a mix of both mods. Netherthenless, try it out and see if you like

I guess 111 will still use the injector?, so no need to rename any d3d9.dll files.
User avatar
Pixie
 
Posts: 3430
Joined: Sat Oct 07, 2006 4:50 am

Post » Sun May 27, 2012 7:14 pm

I tried that out, and the shadow feature worked, but it defintely messes with RCRN. Saturation, lighting (super dark when used with RCRN!) and other things that I felt subtracted to the experience. It would take a lot of tweaking to end up with just RCRN+new shadows which isn't worth it to me. Plus it gave a big performance hit for me (RCRN does too, so I have to disable some of it's features). Long story short, I'll just stick with RCRN v3 and be happy.

One thing I would like to know about the dynamic lighting: In the demo video, there was a fireplace that didn't really light up anything aside from the table right next to it. in the room. Will it also be that way in the final version, or did you guys make the fires a bit brighter since the demo?
User avatar
DAVId Bryant
 
Posts: 3366
Joined: Wed Nov 14, 2007 11:41 pm

Post » Sun May 27, 2012 9:35 pm

There are ENB setups tailored for RCRN to keep the RCRN saturation etc but get DoF/SSAO from ENB. Search Nexus for iluf for example. Also me and my brother have been working on one (for 2.1 obv) that we'll release once we've tailored it for v3.0, granted I can get .111 of ENB to work properly with AA and no texture shimmering. :)
User avatar
Genocidal Cry
 
Posts: 3357
Joined: Fri Jun 22, 2007 10:02 pm

Post » Sun May 27, 2012 11:27 am

Have I lost my marbles, or does this mod affect the way lighting looks in the CK?
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Sun May 27, 2012 9:14 am

Have I lost my marbles, or does this mod affect the way lighting looks in the CK?

Sounds reasonable as the CK loads the d3d9.dll aswell
User avatar
Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Sun May 27, 2012 6:58 pm

Exactly Peste ^^

Spiffyman, I have looked into this with the Pure version.. In Jarrblabla (can never get the name right ^^) its maybe a bit darker as it should be ... its better as the video though:
http://www.forum-vault.org/lager/skyrim/jardark.jpg

In other places like the Inn looks better
http://www.forum-vault.org/lager/skyrim/innmidnight.jpg

Both has been taken at midnight, the darkest it can get.

Dynamic Interiors is brand new and it may need some further tuning.. so thanks for bringing this up, we will definitly recheck that place for 3.1. As RPGWizard Said:

Anyway a v3.1 update arriving rather quickly is rather obligatory, there's probably a few things that may need ever so slight polishing and maybe some bug fixes as usual is the case with every major update and the lack of time to properly test it all in order to bring it out in a somewhat timed manner (erhum, I know we already missed the release schedule slightly :P)

As usual if you find any bugs or things you think may look odd or needs addressing/tweaking, by all means let us know! Skyrim is such a huge game to be able to test every corner of Skyrim and 3 people doing that is rather time consuming process if we'd ensure totally bug-free experience, we've spent lots and lots of hours as usual but there's still cases that may slip unnoticed.

Sofar feedback has been pretty good, and for cases like this, is still room for improvement =)
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Sun May 27, 2012 7:29 am

Just wanted to pop in and say that I use RCRN Pure, and absolutely love it. The colors are all deeper and richer feeling and nights are very, very dark, just the way I like it. And the way my view distance drops at night with a bright torch in my face, and extends when using only moonlight is just... magical :)

Keep it up!
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Sun May 27, 2012 7:51 pm

So since RCRN has AA does that mean I can disable it in game? And if doing that from the ini file do I set the value to 0 or to 1?
User avatar
Tarka
 
Posts: 3430
Joined: Sun Jun 10, 2007 9:22 pm

Post » Sun May 27, 2012 12:26 pm

3.0 :goodjob:
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Sun May 27, 2012 6:14 pm

Angry Eeyore,

RCRN does come with FXAA, and can be used together with all the in game options (AA, AF, FXAA) together if you want. I Personally use RCRN FXAA, ingame 2xAA 4xAF and FXAA.

You dont need to manually edit the ini file, the customizer will do that for you.
User avatar
jasminε
 
Posts: 3511
Joined: Mon Jan 29, 2007 4:12 am

Post » Sun May 27, 2012 10:53 pm

overkill smoothing zocks!
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Sun May 27, 2012 9:24 pm

Sounds reasonable as the CK loads the d3d9.dll aswell

OK, thanks, that’s what I thought. Now, short of uninstalling the mod, is there any way to have vanilla lighting in the CK and run RCRN in the game?

Also, one thing I’ve noticed even with vanilla lighting, is that some light sources seem WAY too bright to the point that they “wash out” surfaces where the light shines. A good example is in Proudspire Manor on the second floor. It just seems totally too bright in that area, and it’s so bright that some areas are so bright that they look washed out or bright white. This also occurs with light sources you often see around large fires. I used to get something similar in Oblivion when I ran it in HDR mode, but it wasn’t near as bad just running Bloom it seemed.

I don’t know if my terminology is correct (probably not) but I wish something could tone down those ultra-bright light sources globally. But something tells me it’s in the individual light source and not something in the effects or whatever. Also, I’m probably the only one, but I didn’t care too much for the orange tinted torches in the previous version.
User avatar
Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Sun May 27, 2012 4:26 pm

OK, thanks, that’s what I thought. Now, short of uninstalling the mod, is there any way to have vanilla lighting in the CK and run RCRN in the game?


One thing you could do is simply rename the d3d9.dll to d3d9.dll.old or something whilst using the CK and then name it back when playing Skyrim
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Post » Sun May 27, 2012 11:51 am

Wow! I can't believe i missed this. Looks great.
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Sun May 27, 2012 11:00 am

OK, thanks, that’s what I thought. Now, short of uninstalling the mod, is there any way to have vanilla lighting in the CK and run RCRN in the game?

Yeah, just press the Pause Key to deactivate the injector, works in the CK aswell :wink:


About the bright light.. each imagespace . etc has its own values, and not easy to get them under control.. complicated stuff.. more to aLaaa to explain ^^
User avatar
Monika
 
Posts: 3469
Joined: Wed Jan 10, 2007 7:50 pm

Post » Sun May 27, 2012 12:55 pm

Yeah, just press the Pause Key to deactivate the injector, works in the CK aswell :wink:


About the bright light.. each imagespace . etc has its own values, and not easy to get them under control.. complicated stuff.. more to aLaaa to explain ^^

Thanks for the pause button tip! That will come in handy while modding. I like to mod with everything as vanilla as I can to hopefully prevent conflicts down the road. And yeah, I’ve done tons of interiors so I know about Image Spaces and the Lighting tab. I think what I see that bugs me the most is when a light source has too large of a radius or is placed too close to a wall or other object that it’s brightness and intensity overpower the object it’s close to. When that happens, the wall or object is so brightly lit by the source that it basically becomes washed out (that’s the only term I know how to describe it) and it’s almost solid white where the light source is illuminating it. I don’t know if that’s technically called saturation or what, but it bugs me, lol. But this happened in Oblivion, Fallout 3, FNV and now Skyrim, so it’s in the engine for sure. I just make sure my lights radius are not too big or too close to a wall, table or whatever when I build my interiors.

Thanks again for the GREAT mod, and the tip!
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Sun May 27, 2012 5:55 pm

Loved the previous RCRN, I just updated to the new version.

Very quickly, does the weather now affect the darkness? I play with quite a dark screen anyway and it seems very dark even though it's about 9am... wait an hour and it's bright sunshine.

Indoors, have you changed the 'brightness' of a tavern (say) during the day and dimmed it down during the night?

I went into a tavern in MArkath, it was rather bright, then i slept for 10 or so hours and when i woke up it was back to how it normally is with v.2.1 :D
User avatar
sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Sun May 27, 2012 12:35 pm

Desetuede: For the second question, they added dynamic lighting for interiors. So in Markarth, there will be light through the windows and brightening up the room. As evening approaches it dims until midnight where the only light comes from a fireplace or torches. As the sun comes up, light will slowly brighten the room again.
User avatar
chirsty aggas
 
Posts: 3396
Joined: Wed Oct 04, 2006 9:23 am

Post » Sun May 27, 2012 12:30 pm

do we really need MSAA and/or skyrim's FXAA if using this mod?

EDIT: I forgot to ask, does RCRN affect sneak/stealth calculations?
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Sun May 27, 2012 8:20 pm

Using either of the other antialiasing options give you even more antialiasing, but I believe RCRN's FXAA is of better quality than Skyrim's FXAA. I set my AA to 2x (very little perfomance hit for this level) and turn of skyrim's FXAA in favor of RCRNs. As for the sneaking, it will affect it a bit because areas are darkened, but RCRN's post processing darkness only affects you, meaning the NPCs have an easier time seeing you than you do seeing them (since they don't have that extra darkness).
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Sun May 27, 2012 10:11 pm

thanks :D what about nvidia's FXAA, that can be forced with the latest beta drivers?
User avatar
Kari Depp
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:19 pm

PreviousNext

Return to V - Skyrim