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Bloom range

Featured Replies

Hello

 

I was wondering if there is a way to actually somehow edit the bloom curve with graphic mods like you can edit the curve of the light so the bloom intensity would not falloff as quickly when you are moving farther away from the light?

 

It can be really very bright but it disappears completely after just a few feet further.

 

If this can be changed somehow then it could be a fix of my police lights problem.

 

By the way which light section affects the extras emergency lights in the config of an ENB?

 

Thank you.

The extras are affected in two areas: 1) the value of car.defaultlight.emissive.on in visualsettings.dat (try increasing that value), but I think your issue, where the light falls off at distance, should be more related to; 2) the enbbloom.fx file from your ENB.  Since it's daunting to edit that file, I suggest mixing-and-matching the enbbloom.fx file from other ENBs to find one that works well with your setup.

GTAV | LSPDFR 0.4.8 | ELS | NaturalVision Remastered/ENB/ReShade

  • Author

Yes that is all about falloff with distance.

What sort of file is this? Is it a texture or a package archive of some sort or some alphanumeric data?

How would I know more about it?

In case I still consider it too hard to edit which one do you think has the longest visibility distance?

What if I use Sweetfx?

Also there are some lights like the flashing beacons on tall buildings or aircraft lights that are visible from very far away.

What are they and can it be used for emergency lighting?

Yes that is all about falloff with distance.

What sort of file is this? Is it a texture or a package archive of some sort or some alphanumeric data?

How would I know more about it?

In case I still consider it too hard to edit which one do you think has the longest visibility distance?

What if I use Sweetfx?

Also there are some lights like the flashing beacons on tall buildings or aircraft lights that are visible from very far away.

What are they and can it be used for emergency lighting?

 

enbbloom.fx (along with all the other enbxxxxx.fx files) are actually none of those, it's C code.  That's why I said it will be a daunting task to edit, especially if you don't know how to program.

 

The thing I most recommend is to try the visualsettings.dat that comes with ELS, along with the enbbloom.fx from another ENB of your choice to see if it makes it better.  You can also try messing around with the [bLOOM] settings in enbseries.ini but I don't think those settings make much of a difference unless you go to extremes.

GTAV | LSPDFR 0.4.8 | ELS | NaturalVision Remastered/ENB/ReShade

I think the issue you're having with the emissives disappearing is an issue with the cars not having L1s or L2s. I may be wrong though.

 

If what I said above is indeed wrong, if you do try to edit the [bLOOM] section of the ENBSeries.ini, as Sixium says you should try, only try to edit the 'radius1' and 'radius2' section. 'BloomQuality' obviously edits the quality of the bloom, and 'contrast' obviously edits the contrast of the bloom, which i'm pretty sure you're not looking to do.

 

Just in case you don't know:

 

'radius1' comes from the inside of a bright object.

 

'radius2' comes from the outside of a bright object. I think you would have better luck editing this one. 

Edited by CrossFire

d5qgyQe.png

  • Author

Thank you everybody for your kind constructive responces but the problem is that I have tried to edit all these many times and tried quite a few different ENBs.

 

All these affect the size and power of the light but what is the point in it if the light is blinding you on your own car but its brightness falls off so quickly that you can not see it on the next cops cars?

 

What I am looking for is to make the brightness curve maybe even the other way round for very bright lights so when you get farther away you get more bloom.

This way the lightbar would appear thick and bright when the car is turning from the next street two blocks away from you and you will not smash into it.

I am observing the real life police cars and ambulances around me and I am always able to see the flashing lightbar way before I could possibly see the colour of the car and if the day is not very sunny you can see the flashes before you see the car right under these flashes.

With that being said they do not appear really bright when you are right next to them.

Also we have a good mixture of halogens and diodes and they are all around the same effectivness.

Thank you everybody for your kind constructive responces but the problem is that I have tried to edit all these many times and tried quite a few different ENBs.

All these affect the size and power of the light but what is the point in it if the light is blinding you on your own car but its brightness falls off so quickly that you can not see it on the next cops cars?

What I am looking for is to make the brightness curve maybe even the other way round for very bright lights so when you get farther away you get more bloom.

This way the lightbar would appear thick and bright when the car is turning from the next street two blocks away from you and you will not smash into it.

I am observing the real life police cars and ambulances around me and I am always able to see the flashing lightbar way before I could possibly see the colour of the car and if the day is not very sunny you can see the flashes before you see the car right under these flashes.

With that being said they do not appear really bright when you are right next to them.

Also we have a good mixture of halogens and diodes and they are all around the same effectivness.

If you've tried different ENBs and the problem continues, it must be the cars not having L1s or L2s. Unfortunately you cannot fix/control the problem unless you make your own cars.

d5qgyQe.png

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