Page 1 of 21 12311 ... LastLast
Results 1 to 15 of 306

Thread: HDHQ - Textures/Lighting/Environment

  1. #1
    Colony Founder DUST2DEATH's Avatar
    Join Date
    Jun 2014
    Location
    AU - HDHQ Overhaul
    Posts
    1,587
    Rep Power
    1

    HDHQ - Textures/Lighting/Environment

    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.


    DOWNLOAD


    DOWNLOAD FROM NEXUS
    DOWNLOAD MAIN PACK FROM GITLAB 4K v1.1 Stable b240
    DOWNLOAD MAIN PACK FROM GITLAB 2K v1.1 Stable b240
    DOWNLOAD MAIN PACK FROM GITLAB 4K v1.1b A17.1 EXP b9
    DOWNLOAD MAIN PACK FROM GITLAB 2K v1.1b A17.1 EXP b9

    HDHQ MODLET REPO @ GITLAB

    Also Available on Sphereii's Launcher
    Last edited by DUST2DEATH; 3 Hours Ago at 03:57 AM.

  2. #2
    Colony Founder DUST2DEATH's Avatar
    Join Date
    Jun 2014
    Location
    AU - HDHQ Overhaul
    Posts
    1,587
    Rep Power
    1
    INSTALLATION




    RESET YOUR VIDEO SETTINGS IN GAME AND REMOVE ANY RESHADE PROFILE THAT EFFECTS VIBRANCE/CONTRAST/SATURATION

    LEAVE GAMMA AT DEFAULT OF 38%



    SINGLE PLAYER:


    MAIN PACK INSTALLATION:
    Drag Data folders from zip into main game directory, yes to overwrite.

    MODLETS:
    Drag folder from Archive into the Mods Folder in your Game Directory.


    DEDICATED SERVERS:



    Main pack is not needed, this is client side only.

    MODLETS:

    Drag folder from Archive into the Mods Folder in your Server Directory.


    LAUNCHER:



    1. Make sure to run launcher as Admin
    2. Pre-sync the mod.

    MAIN PACK INSTALLATION:
    Choose which MAIN PACK you would like 2K/4K STABLE/EXP from the launcher list under DUST2DEATH.
    Follow Launcher Prompts.

    MODLETS:

    Coming soon to the launcher
    Last edited by DUST2DEATH; 2 Days Ago at 04:41 AM.

  3. #3
    Colony Founder DUST2DEATH's Avatar
    Join Date
    Jun 2014
    Location
    AU - HDHQ Overhaul
    Posts
    1,587
    Rep Power
    1
    PERMISSIONS


    Modification permission
    You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator

    Asset use permission
    You must get permission from me before you are allowed to use any of the assets in this file
    [This means assets individually, seperately from the bundle, extracted with UABE or other tools]

    Asset use permission in mods/files that are being sold
    You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
    Last edited by DUST2DEATH; 08-28-2018 at 05:18 AM.

  4. #4
    Inventor Alphado-Jaki's Avatar
    Join Date
    Feb 2016
    Location
    Japan
    Posts
    780
    Rep Power
    1
    Enough for reserve?
    Is it about time I can give you applause?

  5. #5
    Colony Founder DUST2DEATH's Avatar
    Join Date
    Jun 2014
    Location
    AU - HDHQ Overhaul
    Posts
    1,587
    Rep Power
    1
    Yep, I have enough.
    Thanks

  6. #6
    Inventor Alphado-Jaki's Avatar
    Join Date
    Feb 2016
    Location
    Japan
    Posts
    780
    Rep Power
    1
    This is what we've been waiting!!


  7. #7
    Survivor TormentedEmu's Avatar
    Join Date
    Mar 2017
    Posts
    93
    Rep Power
    1
    You did an amazing job! Keep up the good work. I can't wait to see and try the finished product. Cheers!

  8. #8
    Colony Founder DUST2DEATH's Avatar
    Join Date
    Jun 2014
    Location
    AU - HDHQ Overhaul
    Posts
    1,587
    Rep Power
    1
    Its been a long road to get to here! To the both of you:


    Ive added some more screens Including density level of the burnt forest.

  9. #9
    Survivor TormentedEmu's Avatar
    Join Date
    Mar 2017
    Posts
    93
    Rep Power
    1
    Oh, nice selfie Dust2Death. I don't know how you managed to complete all this work when you prefer to knock the mouse off the desk all the time :P

  10. #10
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Enemy for life
    Posts
    19,769
    Rep Power
    1
    Awesome work.

    Tfp take note... Potatoes don't deserve your game, look what it can be.

  11. #11
    Colony Founder DUST2DEATH's Avatar
    Join Date
    Jun 2014
    Location
    AU - HDHQ Overhaul
    Posts
    1,587
    Rep Power
    1
    Thanks Gup.

    Here is 2 new screens. 1 has only been seen by the starvation team. The other hasnt been shown at all.




    @Emu, Im surprised I get anything done

  12. #12
    Survivor
    Join Date
    Apr 2018
    Posts
    90
    Rep Power
    1
    That's soooooo beautiful! I've never seen flowers that pretty in this game I'd love to see it in a video

  13. #13
    Colony Founder DUST2DEATH's Avatar
    Join Date
    Jun 2014
    Location
    AU - HDHQ Overhaul
    Posts
    1,587
    Rep Power
    1
    Thanks Chikorina! I'll see what I can do about a video for you, or maybe if I get things wrapped up you can try for yourself.


  14. #14
    Reconstructionist mdf25's Avatar
    Join Date
    Dec 2015
    Location
    Southampton
    Posts
    557
    Rep Power
    1
    This looks awesome!

    I would love to include this as an optional extra in FennecMod, if you are happy for other mod creators to incorporate your mod into theirs once released Is this using any SDX stuff or are you purely doing texture and DLL edits for the new assets in Extended?

  15. #15
    Colony Founder DUST2DEATH's Avatar
    Join Date
    Jun 2014
    Location
    AU - HDHQ Overhaul
    Posts
    1,587
    Rep Power
    1
    Thank you and good morning!

    The core of the mod is just texture changes in the main asset files so it should "just drop in" to most other mods unless you have edited the resources/block/terrain bundles yourself.

    Extended only needs the SDX hook to load the unity bundles. No other Dll edits or scripts at this stage.

    The Assets in Extended are heavily optimized, maybe Ive been a bit heavy handed at the moment. ( I really wanted forest(s) ).
    Depending on how extensive a mod is (number of blocks added), there may or may not be enough id's currently for both together. Dont know yet.

    Shouldnt be an issue in A17 however.
    If what Im hearing on the grapevine about A17 is also correct then I will also have more room for increased resolution in places that I cant currently, but I wont know until I get my hands on it.

    I dont think there will be any problems with other mod creators building on top/incorporating the textures/assets into their mods..
    Last edited by DUST2DEATH; 08-14-2018 at 09:35 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •