tianmen_mountain insane graphics (PBR)mod

tianmen_mountain insane graphics (PBR)mod 0.11

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-Tuned the trees to run better, but with more visible pop in. There is no way to adjust tree LOD distiance without repacking/rebaking

-Fixed more normals
-TreeFX test, not sure if i like this system, it's super jank even by CSP standards.

-TAA in ExtraFX strongly recommended otherwise TreeFX look terrible.

-UV2 is skins folder, game crashes if its moved to track root, so still no baked AO, use stock HBAO, reshade iMMERSE MXAO ground truth, or the hidden SSGI in CSP settings ini file.

-Use SOL, pure messes up texture gamma/levels it assumes multimaps, so pbr looks bad.

-Use the OLD screen space reflections model in ExtraFX, its less distracting when cubemaps update
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-redid trees with 5 verts from 8 verts

-trees are now separate from main track file.

-vert count lowered by 2mil for better performance

-terrain is switched back to multimap for grass to work

Attachments

  • Screenshot_ld2f_r31_tianmenreskinedv1_17-5-123-21-13-27.jpg
    Screenshot_ld2f_r31_tianmenreskinedv1_17-5-123-21-13-27.jpg
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better uvs
mid poly details added
more signs
better displacement scale

PBR bugs out vao and grass. I recommend using reshade AO like Glamarye, SSDO or RTGI. Glamarye is almost free in terms of perfromance. CSP hbao looks ok but only works on nvidia cards and not in VR.
PBR on everything
New water shader with working caustics(finally)
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Finally trying out new fupbr shaders on a few things, they are not usable until kseditor integration.
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[INCLUDE]
INCLUDE=common/conditions.ini, common/materials_track.ini

[GRASS_FX]
; Spawning areas
GRASS_MATERIALS = Ground?, Grass?, Rock_Moss_001 ; list of materials to spawn grass on top of
GRASS_MESHES = ; same for meshes
OCCLUDING_MATERIALS = asphalt?, concrete?, wall?, road? ; list of occluding materials: for example, road mesh covering grass mesh, adding road material here would stop grass from showing through the road
OCCLUDING_MESHES = ; same for meshes
OCCLUDING_MATERIALS_ALPHA = ; list of smoothly occluding materials: imagine a piece of grass and a piece of sand on top, smoothly blending out showing grass, add sand material here for transition to work nicely
OCCLUDING_MESHES_ALPHA = ; same for meshes
ORIGINAL_GRASS_MATERIALS = ; list original grass materials to hide them if Grass FX is active
; NOTE: if you want to keep original 3dgrass (using ksGrass shader), then use an
; EMPTY line above with NO NAME after the "=" !!!

MASK_MAIN_THRESHOLD = -1
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1

SHAPE_SIZE = 10.0 ; general size
SHAPE_TIDY = 3.0 ; how tidy grass is (untidy grass in uneven, tilted more)
SHAPE_CUT = 0.0 ; how cut grass is
SHAPE_WIDTH = 2.0 ; grass width relative to its height

[SHADER_REPLACEMENT_...],
MATERIALS=TREE PL, topwindowscreensquarescreen1material,
MESHES=Cube.2006,Cube.330,Cube.108
CULL_MODE=DOUBLESIDED

[SHADER_REPLACEMENT_1]
MATERIALS = spot-lights-road
KEY_0 = extExtraSharpLocalReflections
VALUE_0 = 1
KEY_1 = ksSpecularEXP
VALUE_1 = 100

[SHADER_REPLACEMENT_2]
MATERIALS = topwindowscreensquarescreen1material
SHADER = ksPerPixelAT

;[SHADER_REPLACEMENT_3]
;MATERIALS = glass
;SHADER = ksPerPixelReflection
;KEY_0 = alpha
;VALUE_0 = 1
;KEY_1 = extExtraSharpLocalReflections
;VALUE_1 = 1
;KEY_2 = ksAlphaRef
;VALUE_2 = 0.5
;KEY_3 = isAdditive
;VALUE_3 = 1

[BASIC]
SUPPORTS_WIND = 1


[RAIN_FX]
PUDDLES_MATERIALS = asphalt?, tiles?, Paving?, aerial_asphalt_01, Road001
SOAKING_MATERIALS = concrete?, ground?,
SMOOTH_MATERIALS = Rock?, wall?, metal?
ROUGH_MATERIALS = TREE?,
LINES_MATERIALS =
RELIEF_MATERIALS =

[Material_DisplacementMap]
Meshes = texture:Rock022_1K_NormalDX.dds, texture:Rock027_1K_NormalDX.dds, texture:Rock023_1K_NormalDX.dds, texture:Wall_Stone_023_Normal.dds, texture:Rock038_1K_NormalDX.dds, texture:tianmen-top-stone-front-platform-gold-sign_normal.dds, texture:broken_wall_normal_dx_1k.dds, texture:Rocks022_1K_NormalDX.dds, texture:rough_plaster_broken_nor_dx_1k.dds, texture:grey_roof_tiles_nor_dx_1k.dds, texture:Bricks075A_1K_NormalDX.dds, texture:MossyWall02_1K_Normal.dds, texture:Concrete_016_normal.dds, texture:Tiles010_1K_NormalDX.dds, texture:Wall_Plaster_001_normal.dds, texture:paintedPlaster015_1K_NormalDX.dds, texture:paintedPlaster001_1K_NormalDX.dds
UseParallaxShadows = 1 ; use parallax shadows (slower)

DisplacementDistanceFar = 1500.0 ; how far displacement is calculated
DisplacementDistanceNear = 1000.0 ; at what distance displacement starts to fade out
DisplacementScale = 3.0 ; scale for displacement
DisplacementOcclusion = 0.5 ; how dark are deepest parts
ParallaxEXP = 1.0 ; increase to adjust gamma of heightmap
DisplacementInvert = 0 ; invert height map (just in case)



[CONDITION_0]
NAME=SMOOV_SUN_B
INPUT=SUN
LUT=(|0=0|88=0|88=1|180=1)
LAG=0.97

[CONDITION_1]
NAME = SEASON_SUMMER
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=1|0.45=0|0.6=0.85|0.7=0|0.75=0|0.8=1|1=1|)
LAG = 0

[CONDITION_2]
NAME = SEASON_WINTER
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0.75|0.075=1|0.2=0|0.8=0|0.9=0.5|1=0.75|)
LAG = 0

[CONDITION_3]
NAME = SEASON_AUTUMN
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=1|0.2=0|0.45=0|0.6=0.25|0.7=0|0.75=0|0.8=1|1=1|)
LAG = 0

[CONDITION_4]
NAME = SEASON_MUD
INPUT = YEAR_PROGRESS
LUT = (|-1=0|-1=0|0=0|0.1=0|0.2=0.65|0.3=0|0.71=0|0.8=0.7|0.9=0|1=0|)
LAG = 0
GRASS

[SHADER_REPLACEMENT_...]
MATERIALS = water
SHADER = smWaterSurface
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 = water.dds
RESOURCE_1 = txNormal
RESOURCE_FILE_1 = water_bump.dds
RESOURCE_2 = txDetailNM
RESOURCE_FILE_2 = water_bump.dds
KEY_0 = extCausticsBrightness
VALUE_0 = 1
KEY_1 = extDepthAware
VALUE_1 = 1
KEY_2 = extExtraSharpLocalReflections
VALUE_2 = 1
KEY_3 = extWaterOffset
VALUE_3 = 1
KEY_4 = ksSpecularEXP
VALUE_4 = 100

[LIGHTING]
BOUNCED_LIGHT_MULT = 1,1,1,1
ENABLE_TREES_LIGHTING = 1
LIT_MULT = 1
CAR_LIGHTS_LIT_MULT = 1
SPECULAR_MULT= 1


[BOUNCED_LIGHT]
SUPPORTED = 1
DEPTH_EXPANSION_STEPS = 1
SURFACE_MATERIALS = ?
Lots of new things
1. road signs
2. mirrors
3. waterfalls
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If someone knows how to make caustics work please let me know.
Screenshot_ld2f_s13_tianmenreskinedv1_20-7-122-0-5-38.jpg
Screenshot_ld2f_s13_tianmenreskinedv1_20-7-122-0-10-33.jpg
vo file needs to be renamed to tianmen_mountain folder name, you can rename it yourself no need to redownload that way.

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