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Headlights

Napisany przez BShen-V12, 07-03-2017, 11:32
Headlights

Offline BShen-V12

#1
So the original GTASA's headlights are kinda useless on guiding roads in some parts of SA (especially the railroads between LS and SF where it's almost impossible to see anything at night time), maybe make a custom script for headlights which can actually light up things in front of ~20m?

Since NFSSA is focused on night time I think this is quite needed...

*note: As I know this kind of feature consumes some framerate on weak PCs, make this an option.

(Btw I'm making a conceptual HUD for NFSSA, should be completed soon. I'll post them on a new post about it.)

Offline bartekPL

#2
This is possible, but as you said it would be advanced and demanding (also, not easiest to make it) + it wouldn't be compatible with some shaders.

Offline MisterJohnson

#3
I supoose it's a good idea if you may only see YOUR headlights flashing, otherwise, it would be a hell down to doherty...

Offline BShen-V12

#4
intended for driver-sided only.

Offline MatthewChow

#5
That would be very useful.
I had to turn on Day Mode on mine because I couldn't see a thing at some places, all black, lol.
[Image: TEgVg7dMvlbFQYoF3YFE_iT3-MR9op3yBLZV4K_a...jfcQ=w2400]
I invite you to eat a sock.

Offline reacononly

#6
This is possible, something like this is in some RP servers like Owlgaming where you have 2 headlight modes and in settings you can chose this ''Advanced lighting'' option, probably just try to ask them kindly the scirpt and edit it a little bit, atleast i think its that easy ;d Thats my suggestion. If needed, i can get the Roleplay server Script in a couple minutes, just say..

Offline deadboy

#7
What you are talking about is "Per-pixel Lighting", there are already a few scripts for mta like that. But it causes even more performance problems than volumetric shadows or anti aliasing. Only the very fewest players, with good pc specs, will be able to use it without lags. And giving a few already existing shaders, like water, bloom or HDR-contrast, for that, isn't really worth it.
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[Image: Zxq.gif]

Offline MatthewChow

#8
Well, not even Day Mode saves me, LMAO!

[Image: gta_sa_2017_03_18_18_36_02_67_by_theport...b2tm9w.png]
[Image: TEgVg7dMvlbFQYoF3YFE_iT3-MR9op3yBLZV4K_a...jfcQ=w2400]
I invite you to eat a sock.

Offline BShen-V12

#9
actually Day Mode doesn't help in some areas of Flint (LS-SF railway, between 2 caves). that's why I need them...

Offline deadboy

#10
Smh guys, you're new to gta sa? That tunnel is made on purpose like that, it has to be dark af with absolute no lighting. Also it's a railway, for trains, not for cars. I know it's a open world map, but I see still no reason to drive there even in a duel or magazine run. Btw everywhere else the map is bright enough to see everything even in night time. Also check your MTA Settings -> Video -> Brightness, or check your monitor settings.

PS: Before you reply with "Why are you so mad?" - I am not mad, I'm just trying to make you clear, that your arguments aren't a good reason to add them. -> Not good enough to remove other existing shaders.
I'm not totally against it, but most users wouldn't be able to use it without lags anyway.

Last idea I would have, is to add the per-pixel lighting shader but to gray-out the other shader options, so you can't activate them at the same time. Also add a little warning message (for all language options) that it might cause lags.
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[Image: Zxq.gif]


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