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DUST2DEATH

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Everything posted by DUST2DEATH

  1. Thank you Absolutely you can! Thats why I include an environment reset patch which will keep the new biome particle effects and lighting but remove the vegetation overhaul. You will only want: Resources.assets Terraintextures Blocktextures However, the whole mod is designed so that you can drop this into an existing game (NAV or RWG) and it will take effect. Now, due to the way things work in A17, some environment information is baked at the start of a new game. So while it will still take effect, some things will not be removed from the environment (junipers/dead shrubs) until you start a new game. The FPS gains come from the new light trees, so its entirely up to you what you want to do here. ( I gained up to 30fps in the snow biome, ~12+fps in the pine forest). My trees are VERY light. 10x lighter than vanilla. I have optimized heavily understanding that low end machines are having problems. I suggest that you do use the environment here to get some gains. This is intended as a base and as such is a hard mod currently (no xpath) until I have more feedback from lower end machines (Blazer, where you at?). Modlets should drop on top just fine. as you can see here, at 3440x1440p, I can have 60 entities and still pull just under 60fps. 46 fps in this shot. It was 55 in another. As long as you use the environment stuff (included by default, manually has to be removed via reset patch), you should gain FPS. There should be no conflicts with item_modifiers as that only adjusts (adds) the new guns for the reflex site all named gun[X][Material] so: gunPistolAnoBlue. Loot only adds these new guns skins to the original weapon groups and changes count from all to 1. Recipes includes conversion receipes for the seeds in case growing is broken, you can revert to vanilla planted trees by converting seeds. I need to test this more, just havent had time. Blocks includes the new trees and spotlight all named HDHQ[block]. I forsee no conflicts, but you never know.
  2. Important: reset your video settings in game and remove any reshade profile that effects vibrance/contrast/saturation leave gamma at default of 38%
  3. As of A17, HDHQ core and Extended have been rolled into one singular mod. it is now more than just textures, so as such I will be calling it HDHQ overhaul from here forward. Features: Brand New terrain textures in 4K/2K for A17 For A17 I redid all the terrain textures as necessary to bring into line with the new art work the TFP have created. I feel Ive achieved a much closer tie to the vanilla textures this time around. [i currently still can not get access to the block textures. All block textures are vanilla and will remain so until I have time to rebuild the array (lots of work) or TFP provides a way to sideload] Overhauled Lighting in all conditions The lighting for A17 has been redone. A great deal of time has been spent to attempt to maintain a global style and colour palette while keeping individual biomes and weather distinct. Due to this, I had to find new ways to achieve various goals. I think I have done this. The world is now much more vibrant, saturated, contrasted. You will be able to remove your reshade profiles you may have applied, only needing to keep it for Sharpness or AA injections. Light now matters more. Much more. The direction of light and the intensity and which weather (and its intensity in the case of clouds) is active all play a major role, especially with stealth. Because of this, you are immediately better at stealth than vanilla.(even without perks) Clear nights have moonlight which is clean and bright. Cloudy nights have a muted moonlight. Rain and Snowfall nights have zero moonlight. As each weather state and its intensity transitions your stealth meter will decrease. Because of the way lighting works in vanilla, the opposite is true. Because of this, cloudy and rain/snowfall nights are darker. I have provided a new Spotlight (requires no power, same receipe ingredients and level) that has much larger range than the vanilla spotlight. I have also provided a new torch (same model as vanilla but with new particle effect for the flame) as to mostly eliminate its flickering. This now only happens under rain and at a much reduced effect. If the torch flicker bothers you, this will fix it for you. Reflections are now better as well due to the changes. As such you can turn some settings down if you run reflections and still have better quality than vanilla (imo). Further to reflections. These and certain vanilla block textures in combination will/can [again machine dependant] cause severe fps loss spikes around buildings. My only advice is to run with reflections off until it is fixed, or I get access to block textures. With the new lighting, the differences are now minimised. New Biome specific particle effects This was necessitated by the lighting changes. Due to these new visual effects, Burnt biome and wasteland biomes have different appearances between day, twilight and night. Making for more varied and interesting visuals. Seamless Biome Transitions - Great in RWG That flip flopping you get in RWG because of biome blending, its gone. Biomes now transition between each other seamlessly. Biome effects will begin, and blend, on the edges of biomes giving a more cohesive visual style on the borders. Biome Overhaul Alpine (ex Snow), Hardwood Swamp (ex Pine Forest), Burnt, Desert, Wasteland. As part of HDHQ extended I was endeavoring to make the biomes more distinct between them. Now with 2 less biomes in vanilla, I felt this was more important than ever. I have now changed the snow biome to Alpine. The Pine forest is now a southern hardwood swamp forest. Burnt features burnt versions of the swamp forest. Wasteland has new dead trees, while the oak trees are gone from the desert and replaced with whitethorn acacia's and large cycad palms. Real forests Real forests are here! To achieve this I had to leverage new features of 2018.2 as well as make all new vegetation for all biomes. I have made these trees very low poly for a starting baseline to guage performance across machines. As such they are 10x lighter than vanilla trees. I can render 10+ trees for every vanilla tree. Because of this, we now have real forests in 7 days to die. I have taken time to optimize everything as much as possible. I have noticed in general (atleast on my system ) that you should have a higher average framerate. In some scenarios I gained as much as 30fps at the same resolution and settings. [very much situation and machine dependant] With the new lighting, light really matters in the forest. Beware zombies behind trees and during twilight, lurking in shadows. Be ever watchful lest you get bit. Exploration is now more important than before. You will need to get above the canopy in the hardwood forest and Alpine regions to scout locations, landmarks and other players bases. Its possible to get turned around in the forest. Making roads, runways and other thoroughfares will be key to faster travelling. You can hide in the trees from vultures, unless they find a path to you... The density of the forest however, will work against you in PVP. Clearing space to build will reveal your location to other players who are scouting from mountain tops or gyro's. The trees provide cover to attackers who seek your loot. Gun Skins Im not a fan of the gun tints so for now, as a start I have included 12 new materials for each of the guns. Ive taken extra care to balance these between reflections on and off. Anodized Blue Anodized Cyan Anodized Green Anodized Magenta Anodized Red Gold Silver Jade Camo Digital Camo Desert Armor Jungle Armor Winter All the guns included are animated and added to the main weapon loot groups. You can not craft these weapons, only looting is the way to find them. Pray to RNGesus. As this has been such a long project I have spoken to many people of the course of it. Instead of listing people and risking forgetting someone I'll say this. If Ive spoken to you about anything unity/7days over the last few months, I thank you. For being there to bounce things off, or your advice. Thanks. Known: Guns use placeholder icons. Seeds (jungle, alpine, acacia, palm) use placeholder icons. Growing needs further testing (copied pine trees framework so should work) New Torch casts no shadows - Intentional for now. INSTALLATION RESET YOUR VIDEO SETTINGS IN GAME AND REMOVE ANY RESHADE PROFILE THAT EFFECTS VIBRANCE/CONTRAST/SATURATION LEAVE GAMMA AT DEFAULT OF 38% Drag Data folders from zip into main game directory, yes to overwrite. If you hate my new environment, but would like to keep everything else, please use the included environment reset patch. *Note - most of the FPS gains come from the new very light trees. DOWNLOAD DOWNLOAD FROM NEXUS
  4. Thanks. Im not sure if you are referring to A16 or the upcoming A17 version. The A17 version runs equal to, or better than vanilla Atleast on my rig. The changes are substantial. Release is imminent. Stay tuned.
  5. ^Correct, the light sources will need to be added to the vehicle on the mesh itself.
  6. Almost ready for what I think will be 1.0 for A17
  7. Yes/No/Depends. If they were unity3d files you packaged, yes, you will need to import them into unity 2018.2 and make a new bundle. If they were just textures etc, then they can just import with generally no changes. Changes may depend on new lighting etc.
  8. Thank you. Thank you. Thank you. Much appreciated. Happy Holidays!
  9. A google sheet (with multiple authors having access) would be an easy way to keep track if it was to span multiple posts.
  10. Torches, so good. I dont know why it isnt a vanilla thing. Makes sense on many levels.
  11. haha, not yet. Most likely nothing until stable. ID's are jumping around to much during experi.
  12. I hope he is around and is working his magic on UABE, just being quiet. Maybe we get lucky for stable? We can only hope.
  13. Thank you, everyone. Its not perfect by any means, its all about the trade off's. @Stallions, The core doesnt require SDX. I havent played with any extended yet. @Scyris, you should be ok.
  14. Clear days in the forest will have a twilight period before dark after sunset Extra
  15. The following were taken at the same time under the same conditions. Vanilla HDHQ Vanilla HDHQ Vanilla HDHQ My nights that are without a moon are dark, bring a torch, or 3.
  16. A17 is Beautiful. Progress update. We still dont have access to the blocks as yet. The following textures are new for A17. Ive also redone the lighting. Right click the images to Open in a new Tab.
  17. Are you using beta4? Both N and myself had no issue with the resources.assets file. (unless you mean you tried entity bundle - which I have no idea)
  18. This method works for terrain. Its what Im currently doing (building bundle + manifest in unity). Method does not work for blocks. The texture2darray objects that we cant get access to are the key to blocks.
  19. I hadnt tried resources yet. It works for me too on that file. Can you try and see if you have any luck with terrain/block bundles? It was the terrain bundle I got the error with. You should join us on discord.
  20. Saving a modified bundle from changing a texture(import), then loading that bundle in game.
  21. So, A17. I do plan to update this, however: Lots of changes to how things work. Currently a number of hurdles in the way. Terrain is currently a go. The result of a quick 2K test below. UABE currently doesnt work, this is via another method provided by Emu in A16 whom is a great help. Its much appreciated and without we'd be well and truly stuck. We'll see how we go.
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