rssDynamicLighting_NightMod (dynamic_lighting_nightmod)
Category: | script |
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Author(s): | Ren712 |
Downloads: | 3502 |
Rate: | You need to be logged in to vote |
Rating: | 3.7 (7 Votes) |
Description:
This resource is discontinued. It uses an old inefficient methods, You'll find better lighting resources here: http://community.mtasa.com/index.php?p=resources&s=det..p;id=15978
Resource: Dynamic Lighting - NightMod v0.0.3
video: https://www.youtube.com/watch?v=kumiFy4pyw8
Requires:
bone_attach:https://community.multitheftauto.com/index.php?p=resources..mp;id=2540
dynamic_lighting:https://community.multitheftauto.com/index.php?p=resources..mp;id=9398
dl_projectiles:http://community.multitheftauto.com/index.php?p=resources&..p;id=11072
dl_vehicles:http://community.multitheftauto.com/index.php?p=resources&..p;id=11071
Shader_flashlight_test v1.2.4 is included in this resource.
Description:
This is one of my old resources - I've decided to release it.
The video should be enough to describe it. There are several things to work on,
the issues are listed below, but don't expect me to update it - i'll leave it up to You.
Known issues:
-Reduced draw distance - forced weather id 0 as default. The effect draw distance
is limited due to framerate issues. You might want to setEffectRange a bit higher,
at a cost of lower framerate.
-Lack of coronastar - since many gtasa objects use coronas at night, and you can't
selectively remove the texture, i've decided to remove all. So no vehicle corona,
sun, stars etc. To restore coronas you will have to use custom_coronas resource or
material3D_corona class from material3DEffects. At this point it is up to you
to recreate the effects.
-Needs a decent screen shader (to make night a bit grayish)
The original flashlight model from:
http://www.sharecg.com/v/29667/related/5/3D-Model/Flashlight-model+texture
Slightly modified and converted....
(more)
Resource: Dynamic Lighting - NightMod v0.0.3
video: https://www.youtube.com/watch?v=kumiFy4pyw8
Requires:
bone_attach:https://community.multitheftauto.com/index.php?p=resources..mp;id=2540
dynamic_lighting:https://community.multitheftauto.com/index.php?p=resources..mp;id=9398
dl_projectiles:http://community.multitheftauto.com/index.php?p=resources&..p;id=11072
dl_vehicles:http://community.multitheftauto.com/index.php?p=resources&..p;id=11071
Shader_flashlight_test v1.2.4 is included in this resource.
Description:
This is one of my old resources - I've decided to release it.
The video should be enough to describe it. There are several things to work on,
the issues are listed below, but don't expect me to update it - i'll leave it up to You.
Known issues:
-Reduced draw distance - forced weather id 0 as default. The effect draw distance
is limited due to framerate issues. You might want to setEffectRange a bit higher,
at a cost of lower framerate.
-Lack of coronastar - since many gtasa objects use coronas at night, and you can't
selectively remove the texture, i've decided to remove all. So no vehicle corona,
sun, stars etc. To restore coronas you will have to use custom_coronas resource or
material3D_corona class from material3DEffects. At this point it is up to you
to recreate the effects.
-Needs a decent screen shader (to make night a bit grayish)
The original flashlight model from:
http://www.sharecg.com/v/29667/related/5/3D-Model/Flashlight-model+texture
Slightly modified and converted....
(more)
Version history
Version | Publish Date | Changes | |
---|---|---|---|
0.0.3 | 2016-10-07 15:01:44 | First public release | Download |