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At a distance ELS does not emit coronas

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I nearly have my ELS and visualsettings setup perfect. 

 

My last issue is the sprites coming from ELS cars fade out at stupidly close proximity. Yours truly's demonstration:

 

1137365875_GTA52019-01-0403-19-32-77.thumb.png.3e5b94291b3a14e39e91afbfe7d9c998.png

  Perfection

 

2115033995_GTA52019-01-0403-19-24-19.thumb.png.1da67139a5194ec48449ba5aba626214.png

  Nothing but env light

 

 

I've tried Not too bright, Radiance V and a few other visualsettings mods, and all my graphics settings are topped. Any ideas? thanks!

Edited by TakeYaBackToStation4BumVio

yo yo yo yo It's 3:43am Christmas day yeah yeah yeah niiiice Christmas!! Whoo-oo Christ! Christ Mass!

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  • flwpheonix
    flwpheonix

    Otaku, actually ELS does use LOD coronas to supliment when you get further away from the vehicle. They are placed where the axis is located for for the extra. Most people turn the detection distance t

  • Jedahdiah
    Jedahdiah

    Hello all,    Thought I'd weigh in as my vehicles were being linked. Maybe I can provide an insight as a developer. I'm sure a lot of this has already been covered by others above, but TL;DR

  • TakeYaBackToStation4BumVio
    TakeYaBackToStation4BumVio

    So, it seems we need to make a simple script. Something that says do nothing until player is 20+ feet away from their vehicle, then set bloom sizes appropriate to distance. 

Posted Images

As far as I know ELS doesn't even use coronas. As to make them less dim at a distance. This is a little hard as Rockstar stuffed something in the code in one of the update that broke emissives. Only way I know of making it look OK  is to use Non-Els and have the corona behind the light. 

 

if your replying to me Please @0taku or Quote me so I get a notification 

26 minutes ago, 0taku said:

As far as I know ELS doesn't even use coronas. As to make them less dim at a distance. This is a little hard as Rockstar stuffed something in the code in one of the update that broke emissives. Only way I know of making it look OK  is to use Non-Els and have the corona behind the light. 

Otaku, actually ELS does use LOD coronas to supliment when you get further away from the vehicle. They are placed where the axis is located for for the extra. Most people turn the detection distance to 800-900 as using LOD coronas in this manner causes floating coronas if the modeler do not pay attention to where the axis is.

 

8 hours ago, TakeYaBackToStation4BumVio said:

I nearly have my ELS and visualsettings setup perfect. 

 

My last issue is the sprites coming from ELS cars fade out at stupidly close proximity. Yours truly's demonstration:

 

 

I've tried Not too bright, Radiance V and a few other visualsettings mods, and all my graphics settings are topped. Any ideas? thanks!

To answer this problem, it is a little more difficult. In the visualsettings.dat there is a way to tweak the distance of the bloom but I am not 100% certain on how it works or how to do it. I personally have not experienced this problem on my system, so I cannot help further. What I would do, is make a backup of your visualsettings.dat file and search for bloom within the file and start tweaking numbers. If something gets screwed up, you always have your backup.

 

  • Author

I looked at bloom settings but they do not effect my issue, any of them.

 

I tried downloading 

 but this does not fix my problem either. 

 

 

Please can anyone tell me why my lights have bloom, glare or coronas whatever you want to call them, when you are close to the vehicle but when you get even 10 feet away they disappear? 

 

Edited by TakeYaBackToStation4BumVio

yo yo yo yo It's 3:43am Christmas day yeah yeah yeah niiiice Christmas!! Whoo-oo Christ! Christ Mass!

11 minutes ago, TakeYaBackToStation4BumVio said:

I looked at bloom settings but they do not effect my issue, any of them.

 

I tried downloading 

 but this does not fix my problem either. 

 

 

Please can anyone tell me why my lights have bloom, glare or coronas whatever you want to call them, when you are close to the vehicle but when you get even 10 feet away they disappear? 

 

Do you have any graphic enhancements like VisualV, or NaturalVision Remastered?

  • Author
33 minutes ago, flwpheonix said:

Do you have any graphic enhancements like VisualV, or NaturalVision Remastered?

 

I have tried with them and without them. I am currently on a base gta V with LCPDFR and ELS installed

yo yo yo yo It's 3:43am Christmas day yeah yeah yeah niiiice Christmas!! Whoo-oo Christ! Christ Mass!

  • Author
1 hour ago, flwpheonix said:

and your post FX is high?

 

Yep. Distance scaling max. Particles and textures, everythings high/ultra

Please ELS gods cometh upon this thread and tell me where to adjust corona fade out distance!!!!!!

yo yo yo yo It's 3:43am Christmas day yeah yeah yeah niiiice Christmas!! Whoo-oo Christ! Christ Mass!

12 minutes ago, TakeYaBackToStation4BumVio said:

 

Yep. Distance scaling max. Particles and textures, everythings high/ultra

Please ELS gods cometh upon this thread and tell me where to adjust corona fade out distance!!!!!!

It's not the corona fade out distance that is the problem. The problem is your bloom distance.

  • Author
9 minutes ago, flwpheonix said:

It's not the corona fade out distance that is the problem. The problem is your bloom distance.

Here's what I have for bloom:

 

bloom.threshold.min            0.4
bloom.threshold.expsoure.diff.min    0.0
bloom.threshold.expsoure.diff.max    0.0
bloom.threshold.power            0.4

bloom.blurblendmult.large        0.6
bloom.blurblendmult.med            2.0
bloom.blurblendmult.small        1.0

misc.coronas.screenEdgeMinDistForFade    0.95 (This one is inbetween bloom but says coronas!!)
misc.BloomIntensityClamp.HD    10
misc.BloomIntensityClamp.SD    10.00

yo yo yo yo It's 3:43am Christmas day yeah yeah yeah niiiice Christmas!! Whoo-oo Christ! Christ Mass!

This isn't a problem on your end necessarily. It is the way GTA 5 is. The emissive bloom fades out as you walk away from the source. I've tried looking through visualsettings and timecyc files to try and fix this but with no luck. If anyone would like to help out that would be great.

  • Author

Okay all. I have a half-fix. Set bloom.blurblendmult small, medium and large to go up in .5 stages each from 1. Then set car default lights to around 5000 for night and 10000 for day, then for all car mods that have lit interiors or lights inside from a monitor or something, edit their textures where to reduce the brightness to nearly total blackness. In game the intensity will be 100 times the brightness then in an image editors' preview.

yo yo yo yo It's 3:43am Christmas day yeah yeah yeah niiiice Christmas!! Whoo-oo Christ! Christ Mass!

4 hours ago, TakeYaBackToStation4BumVio said:

Okay all. I have a half-fix. Set bloom.blurblendmult small, medium and large to go up in .5 stages each from 1. Then set car default lights to around 5000 for night and 10000 for day, then for all car mods that have lit interiors or lights inside from a monitor or something, edit their textures where to reduce the brightness to nearly total blackness. In game the intensity will be 100 times the brightness then in an image editors' preview.

Thanks, will try this out and let you know!

Hi @TakeYaBackToStation4BumVio So I tried your bloom visualsettings fix and it seemed to improve it slightly but maybe the values need tweaking even more, as well as other bloom values too. However something else I noticed is that the lights also lose their colour at a distance and will become a washed out grey/purple. Again, this may be fixed somewhere in visualsettings or timecycle but I don't know.

  • Author
4 hours ago, TheHC09 said:

Hi @TakeYaBackToStation4BumVio So I tried your bloom visualsettings fix and it seemed to improve it slightly but maybe the values need tweaking even more, as well as other bloom values too. However something else I noticed is that the lights also lose their colour at a distance and will become a washed out grey/purple. Again, this may be fixed somewhere in visualsettings or timecycle but I don't know.

So, it seems we need to make a simple script. Something that says do nothing until player is 20+ feet away from their vehicle, then set bloom sizes appropriate to distance. 

yo yo yo yo It's 3:43am Christmas day yeah yeah yeah niiiice Christmas!! Whoo-oo Christ! Christ Mass!

  • 1 year later...

I am hoping you have all been working on this problem a little bit more since last updated, because this lack of bloom as you walk away from the cruiser is a real negative experience. The only cruisers I have had great success with distance was Jedahdiah's Police Pack, but it lacks Takedowns and I am not aiming for a full rotator fleet

 

Texture Artist

 

 

Hello all, 

 

Thought I'd weigh in as my vehicles were being linked. Maybe I can provide an insight as a developer. I'm sure a lot of this has already been covered by others above, but TL;DR.

 

Coronas are depend on a number of things with regards both ELS and Non-ELS.

 

Non-ELS coronas tend to be seen at the point of where the mesh (The bit thats emissive) tends to be. This is because with Non-ELS, the 'sirens' as they're called use the position of the dummy to work with. The dummy also emits the corona. However, there are a number of factors that can prevent this:

 

  • The developer has moved the corona into a location where it is obscured. This is mainly used when more than one 'meshes' are attatched it it, and it prevents the scaled down mesh (when the siren and lights are off) being seen. You'll find this on a lot of 'ELS Mimicking' vehicles, e.g. like Captain 14's LSPD pack. 
  • The visual mod you are using destroys the coronas by scaling them down, or by simply removing them. I often found this issue when using VisualV or NVR. NVR isn't as bad, and personally it's why I turn the corona scaling up massively in the code

Unfortunately for both, there's no real fix. You'd have to speak with the developers about corona locations, or adapting new models to show them, and the Visual Mods you need to know the files and the code to change to get them to work. 

 

ELS vehicles don't work the same way, as ELS turns of and on rather than scaling. The reason's you're not seeing a corona is because:

  • Again, as above, the coronas have been slaughter by visual mods. 
  • The ELS Coronas are awfully set up (imo anyway). They appear waaayyyy to close. As you move away from a vehicle, it loads various LoDs, or levels of detail. Same goes for ELS. Coronas appear still at L1, whereas it's still fairly close to the car and cause overlap. So the developer just decided to get rid of the coronas and hide them. 
  • ELS Coronas flash setup is.... unusual. It's based off the co-ords in the VCF, but it's not very well covered, and at least in my opinion. So again, the developer just decided to get rid of the coronas and hide them OR the corona is simply being hidden by the A-Pillar or whatever because of the position.

Personally, when I build ELS vehicles, I simply reset all my ELS meshes to the world, and they're hidden under the cars. The combo of awkward positions for the coronas and the fact they appear to close and overlap the ELS meshes, just puts me off, so I hide them. Unless, ofc, they're rotors. 

 

I should note, unless you know whatcha doing with visual or siren setting files, I wouldn't touch them. They're quite convoluted, and could cause a realm of issues.

I should also mention, just because a developer doesn't respond/ won't adapt models to showcase coronas, DO NOT resort to any form of unlocking/ ripping/ etc just to get your way. Just respect their choice.

 

And I know those last few sentences, a lot will be like 'FFS Jed, duh. I'd never do it'. But it has become more prevelent recently, so just thought I'd mention it in an effort to be transparent between Devs and the community. 

 

A lengthy response I know, but thought this might help.

@Jedahdiah This is one of the reasons I always follow along with your content in terms of the effort you put into making them. There's always a certain level of detail and attraction which is really great to see. 

 

Side question, how difficult would it be to work in takedowns on the pack I linked above? I'm not sure if I asked this before. I am more of a texture maker but I would be willing to help if it makes the process a little easier.

Texture Artist

 

 

2 minutes ago, NascarPerry said:

@Jedahdiah This is one of the reasons I always follow along with your content in terms of the effort you put into making them. There's always a certain level of detail and attraction which is really great to see. 

 

Side question, how difficult would it be to work in takedowns on the pack I linked above? I'm not sure if I asked this before. I am more of a texture maker but I would be willing to help if it makes the process a little easier.

 

Many thanks man, I'm glad you like it.

I mean it would require just adding them. But that pack is so old, I simply do not have the old zmod files anymore, so we'd be looking at a total rebuild.

Edited by Jedahdiah
Changed the slash to a comma

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