Sky and Cloud mods

Discussion in 'Modding' started by CeeBee, May 27, 2023.

  1. CeeBee

    CeeBee Registered

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    Are there any global mods to improve the sky/cloud textures for rf2? Googling comes up with weather mods, but they dont use beteer clouds/textures (think AC Pure)

    TIA
     
  2. Lazza

    Lazza Registered

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    No.
     
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  3. Brutten

    Brutten Registered

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    Maybe...

    I keep the old Sky object to set the mood for some circuits (not all).
    In another thread I thought I understood that clouds were not a priority in rF2 and that they don't plan to make changes to it.
    To avoid problems I don't call it Skyboxi and also make it rotate slowly.
    It may not be very orthodox, but it's good enough for me.


    Instance=rotatey0.01_CLOUDSNY
    {
    Moveable=true
    MeshFile=besky.gmt CollTarget=False HATTarget=False Reflect=True ShadowCaster=False

    }

    Example of the same circuit with sky generated by rF2 and another one forced by me:
    upload_2023-5-27_13-47-37.png
    upload_2023-5-27_13-48-23.png
     
  4. DJCruicky

    DJCruicky Registered

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    Very clever idea.
     
  5. nolive721

    nolive721 Registered

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    It looks much better than the stock variant
    But then where are these files you are editing by circuit?
     
  6. Brutten

    Brutten Registered

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    These are old legacy files from rFactor 1 and RFE.

    It is the rF1 system but treating the sky as another object.
    It consists of a dome with the sky texture, and optionally a bump.
    Attached is a screenshot of the object, the material, and texture examples (the SCN statement is in the previous message).

    upload_2023-5-27_15-42-41.png
    upload_2023-5-27_15-42-54.png
     
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  7. Corti

    Corti Registered

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    ya lo decia Miguel Rios ;)
     
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  8. Brutten

    Brutten Registered

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    El hilo musical es dos foros mas abajo, jaja
     
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  9. atomed

    atomed Member

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    Bieeenveeeniiidooooooooooooooos
     
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  10. CeeBee

    CeeBee Registered

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    that looks a million times better than the default sky in the game, but can this be forced on all tracks?

    Some of the most amazing sky i have seen in games is in ETS2/ATS and generally the mod skies are damn good as well.
    [​IMG]
    [​IMG]
     
    Last edited: May 27, 2023
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  11. Lazza

    Lazza Registered

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    So just to put my first post in context: I don't consider a static rF1 style skydome a viable "mod" in a game with dynamic weather. Cool for screenshots and 0 timescale driving though.
     
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  12. Brutten

    Brutten Registered

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    I agree with you @Lazza .

    For what you say and for more reasons I commented that it was not an orthodox method.

    But it is curious that in practice the clouds generated by rF2 and the "static / rotating" clouds are mixed and the effect they produce appearing wind speed difference at two heights. I rarely use this method, only in the northern circuits of the country where I like to force the clouds in clear weather.

    My comment is intended to answer a curiosity.

    By the way @CeeBee the answer is no, you have to have the possibility to be able to edit the circuit, the idea is for modelers.

    Translated with DeepL
     
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  13. CeeBee

    CeeBee Registered

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    all good, it is answered, its a mod and can change the sky to something more pleasing. Im googling the HOW as we speak.
     
  14. Brutten

    Brutten Registered

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    I think it's all explained here, but I'll give you a summary.

    ◙ Have the desired dome and texture. (*)
    ◙ Extract the circuit files that are contained in the MAS files into folders (with the correct name) inside Devmode.
    ◙ With a text editor include a statement similar to in SCN:
    Instance=rotatey0.01_CLOUDSNY
    {
    Moveable=true
    MeshFile=besky.gmt CollTarget=False HATTarget=False Reflect=True ShadowCaster=False

    }

    ◙ Place the textured dome on the circuit with a 3D editor.
    ◙ Test the result in rF2 development mode and, if necessary, adjust the shader.
    ◙ Re-create the MAS files and pack the component.

    (*) Example files (dome and textures): https://mega.nz/file/GVBgGCwB#JmvaPndwC_S9sjAnMYTjL3uMoY5rxvC0mw6IQqas0X8
     
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  15. DJCruicky

    DJCruicky Registered

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    Testing your files at Spa66.

    20230528135223_1.jpg

    20230528135747_1.jpg

    20230528135812_1.jpg

    20230528141848_1.jpg
     
    Last edited: May 28, 2023
  16. Brutten

    Brutten Registered

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    Well @DJCruicky , you can also experiment with alpha transparency.

    It won't be hard for you to find several circular textures on the web. In some you have to correct the illumination point caused by the sun so that it doesn't interfere too much with the one generated by rF2.

    I, from time to time, investigate to see if I can get some volume in the clouds and I want to see if I can somehow use the lerp animation that rF1 used.
     
  17. CeeBee

    CeeBee Registered

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    this is all looking great!
     
  18. Brent

    Brent Registered

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    Improvements are needed. I've ran in a league where the standard weather is the same during the 5 segments, and the transition is well, clunky. The lighting gets dim for a second then changes. Hard to explain but you can tell when it transitions. Plus I don't know if it's my video settings but the cloud cover doesn't change as much as you'd expect. it just gets greyer as overcast is increased. I'm playing minecraft with BSL shaders and the level of clouds and their formations change constantly. Maybe not controlled but it's looks fairly realistic.
     
  19. boxer

    boxer Registered

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    I too hope S397 improves the sky... to me it's the main thing that makes rF2 graphics look outdated.... It looks as if been ported from a dos game... There is zero depth tot the clouds. Doesn't PC2 also have dynamic clouds?
     
  20. sg333

    sg333 Registered

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    This is the reason I just want to be able to set the sky to CLEAR and see no clouds at all. I think one of the devs said they will try to improve this but as of now if you set the sky to clear you *still* get clouds
     

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