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HDHQ - Textures/Lighting/Environment

Hi,

I don't post very often. As I have grown older, I find I lack the required patience, more and more, to deal with the cauldron of madness that resides in both the outside, and inside worlds. However, I respect the work you have done here, so I thought I'd give you some honest personal feedback. Any smoke I blow up your ass here, will be balanced with a gentle critique here and there. I may waffle also. And for that, I apologize in advance.

I also run the game in 3440x1440. With your mod, I get anywhere from 65 to 95 fps in the wilderness with reflections off or on low. DOF off, Motion Vomit off, SSAO off, Sunshafts on, Textures full, AA off, Trees ultra, Water full, Water Particles Full, Shadows near, Shadows Reflections off, Grass Far, Lod max, Reflections usually off.

I think you nailed the desert. It's excellent. I rolled a new 16k map (it took 57 minutes on an i7 6700k with 32 gigs of DDR 4 3200Mhz memory and GTX 1080 8 gig) and immediately after spawning in the desert, I felt like I was back in the old 7 Days. For me, this is a good thing. I have been with this game since the zombies shambled across blocky terrain, scaring the absolute ♥♥♥♥ out of me like no other game before, as I crouched in an attic on my first night, while they ripped the house apart below me, like a terrier shredding a box of tissues.

And while it has been sometimes hard, watching TFP rework the game over and over again, sometimes, ripping out systems that seemed to have worked fine, they always manage to sail the damaged ship to shore and repair. Find balance. And set sail again. But like the "Ship of Theseus" how much of the original remains? Is it still the same ship when so much has been replaced, or only by name, and the gravity of it's notoriety.

The older 7 Days lacked the overly gratuitous, and banal graphic card selling features of DOF, and the vomit inducing inclusion of perhaps the worst "features" ever to come out of the rock solid marriage of AAA games and the graphics card marketing machine... Motion Blur. Later, smaller developing houses like The Fun Pimps, who initially, were "true" punk rock developers, who initially gave the big boys the finger and said ♥♥♥♥ you, may have felt pressured to match up to the "graphic prowess" of these AAA games... personally, I'd rather have substance, stable frames and the beautiful lighting and environmental effects (that tell a story of their own) that your mod adds. That said, I love good graphics in general, just not effects for effects sake. Not your environmental effects which again I think are beautiful.

These are just my opinions.

The trees in the desert really work well and I got a great sense of a vast arid expanse as I stood on a sandstone ridge and peered out in all directions at the endless sand. This is the first time, in a very long time, I actually felt concerned for my water intake. I had none and had to cross 4.3 clicks on 43% water to get to the trader. Yes, it was the larger map. Yes it was The Fun Pimps changes. Yes it was the less water mod from the prolific JaxTeller, but the way you have the desert now, adds to... wait for it... the immersion! Hands up who remembers that? Your mod also makes the current paltry offering of biomes tolerable and for that, I salute you.

I think the vanilla texture for the desert is bad. It looks like a sandstone rock-face covering everything. And the trees, while pretty, were jarringly out of place in most cases. If of course one cares about such things... which obviously you do. And for that, I also salute you.

The burnt biome is awesome. For the first time since 10.4, I felt like building an outpost there, just to see the "crispy creepies" (as my dear wife calls them) meander around, igniting the darkness with their burning misery.

However, the wasteland ground texture, is a little too clean for me. I think the Pimps texture work, (which I regard in some POI's as masturbatory and highly inefficient, bringing my fps from 96 to 21 in one instance just by turning on reflections) is better there personally. Their texture also helps to hide dogs and mines which I regard as a respectable trade off, to the risk involved in getting access to the abundant resources there. But then again, I'm old school, I never got a trophy for finishing last, but I have been beaten senseless and fed ♥♥♥♥ a dog wouldn't eat.

The Hardwood Swamp is an assault of green on my senses. To be honest, I'm in two minds about the tree density, but I respect your philosophy on it. I also agree with Guppy, the trees are far too low poly. I do like however, how the plants are merged among the grasses; feels very natural. I think I can get used to the Hardwood Swamp, but I'll have to take out those small palm trees in my next world gen, as I find them too distracting. Just a personal gripe, no offence to your artistic eye.

I haven't been to the Alpine biome yet. But It looks awesome in the distance.

I really think you should try to get your other changes into modlet form. With all due respect, dropping full files into the config folder is a bit archaic now, and the antithesis, to the emerging cohesion that is forming here in this modding scene. In saying that, it's easy to see the pride here, and you can be totally forgiven for getting it out for testing in it's loose form. You have done good work.

As I also use the Unofficial patch, I will have to uninstall this mod for now as I believe it clashes with certain important changes. I do so hope, that The Fun Pimps give you access to blocks so you can fix the problems I and others are having with reflection. I wish there was only a setting for certain things like some metal, glass and water, not log cabins, brickwork and concrete... bizarre.

Best of luck to you and thank you for all your hard work. In closing, I would gently recommend slightly higher poly trees and perhaps slightly less tree density in the Hardwood Swamp.

 
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Thank you for all the kind words, feedback and other suggestions.

I do plan to make this use xpath but as mentioned I then need to deal with load orders which is something I wanted to avoid for this initial test release so I could get information with the least amount of problems immediately.

There is stuff that isnt complete, wall torchs for the hdhq torch, shadows, the guns etc.

I need the baseline, as my torch is twice the range of vanilla, that means also twice as many shadows when I turn that on.

One person in Grumbuls stream last night gained 17fps. Thats huge.

I also have to be aware of people adding mods on top. I expect this so I cant just make this photorealistic because then whats the point? you cant have zombies or anything else.

I dont necessarily want to take it all away and make perf stink on the lower end machines immediately either.

But there in lies the rub. I have so many more trees, that also equals so many more shadows. I can easily take away that fps with one wrong move, or one super heavy tree.

Also being a voxel world adds extra complexity to the fold that other games just dont have to deal with.

Im looking for that balance between the high end and the low end.

Im open to suggestions for any and everything. I can often get bogged down in my own mind and a fresh set of eyes is always needed!.

Ive spent a lot of time on this since experi, and I plan to spend a lot more time into the future as well.

Ive made a list and I'll keep adding to it, so keep dropping me feedback and suggestions. If you have reference pics of something you would like to see as an environment etc, post them!

This is just the start, and only way from here is up. :)

Launcher problems should be resolved now too. So its available on Sphereii's Launcher for those who hate Nexus

 
Going to explain bloodmoon as its a big change from vanilla, in a way.

The game takes the light info of the world and reacts accordingly to the light cast.

TFP use the fog that makes the game look horrible to do 2 things. Hide the shadow drawing, pop in, the area outside the player defined range that isnt lit like the player area etc.

this fog is also part of the lighting system and it behaves in an additive fashion to whatever else is around, think like an overlay.

with my lighting, everything is based more towards reality, because the moon is now responsible for the red light, its a blood moon horde afterall, not a blood fog horde.

but because of the forementioned things, how red you get depends on the environment around you.
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aiICVFO.jpg


Black absorbs light. ;)

 
Hey,

I understand the importance of balance. And if this is a baseline, it's a damn good one. I gained on average 25 to 30 fps in the wilderness around trees. In the desert, my fps was well over 120 with your mod. In vanilla, I was getting around 75 to 95 which is still very respectable.

Also, I completely understand about this been a test release; I acknowledge that above in that wall of text up there. ; )

I wish you the best with it and hope you get help to put the config changes in modlet form. I'll be watching this mod like a hawk.

 
Just tested it, doesn't seem to work 100%, the server is spewing out red errors and won't start with these files there :( But atleast some of the textures are working for the client, just not whatever all the xml edits are for.

it works on a dedicated server, i had the same issue.... but i realized it was a Id10T problem.

ONLY install the one circled in RED as show in this pic, https://i.imgur.com/ETMi3Q0.jpg , and the xml's inside the config folder to the dedicated server.

As for compatibility with the unofficial xml fixes, i blended them this morning.

here is the mods xml's combined with the 3.70 version of the unofficial xml fixes.... MINUS the guns from the mod.

https://www.dropbox.com/s/4inpuaxve72t8yu/Config.rar?dl=0 (MD5 Hash 513D38DF8CAECAC331E5DE0A3969B783 )

as it is now i have it running completely fine on my dedicated server with everything but the the guns themselves installed.

 
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it works on a dedicated server, i had the same issue.... but i realized it was a Id10T problem.
ONLY install the one circled in RED as show in this pic, https://i.imgur.com/ETMi3Q0.jpg , and the xml's inside the config folder to the dedicated server.

As for compatibility with the unofficial xml fixes, i blended them this morning.

here is the mods xml's combined with the 3.70 version of the unofficial xml fixes.... MINUS the guns from the mod.

https://www.dropbox.com/s/4inpuaxve72t8yu/Config.rar?dl=0 (MD5 Hash 513D38DF8CAECAC331E5DE0A3969B783 )

as it is now i have it running completely fine on my dedicated server with everything but the the guns themselves installed.
Thank you so much for posting this.

 
it works on a dedicated server, i had the same issue.... but i realized it was a Id10T problem.
ONLY install the one circled in RED as show in this pic, https://i.imgur.com/ETMi3Q0.jpg , and the xml's inside the config folder to the dedicated server.

As for compatibility with the unofficial xml fixes, i blended them this morning.

here is the mods xml's combined with the 3.70 version of the unofficial xml fixes.... MINUS the guns from the mod.

https://www.dropbox.com/s/4inpuaxve72t8yu/Config.rar?dl=0 (MD5 Hash 513D38DF8CAECAC331E5DE0A3969B783 )

as it is now i have it running completely fine on my dedicated server with everything but the the guns themselves installed.
This is great. Thank you so much. I'll link it in the OP with credit.

Im also loving how people are taking to this and taking what they want to use and not. Its exactly what I wanted to happen. Whether its the whole thing, just the lighting or just the textures.

If you choose to use this in a mod you are making, please feel free to do so, but please abide by the Terms in the 3rd post on page 1.

A note to modders: Please keep performance in mind, its up to you to also not tank it :)

- - - Updated - - -

Hey,
I understand the importance of balance. And if this is a baseline, it's a damn good one. I gained on average 25 to 30 fps in the wilderness around trees. In the desert, my fps was well over 120 with your mod. In vanilla, I was getting around 75 to 95 which is still very respectable.

Also, I completely understand about this been a test release; I acknowledge that above in that wall of text up there. ; )

I wish you the best with it and hope you get help to put the config changes in modlet form. I'll be watching this mod like a hawk.
Great gains!

Thank you for the support.

Guppy had a great idea about separate tree packs for different rigs (like the textures 2K/4K) which I think I will pursue. Will take some time though.

Options to mix and match will be best way forward of quality vs performance for people.

 
i may have messed up on the .xmls, when i downloaded to test them, it didn't seem work correctly, but i was doing in over teamviewer for a friends, and the copy + paste might not have taken correctly.

i've been very sick in and out of the hospital, so i'm real tired and out of it. Ill have to try to look over it again.

Personally i don't put out any mods, i only "fix" things for me any my Friends.

 
Dust2Death,

What an incredibly impressive mod. I'll definitely be trying this out when A17 gets a little more stable. :-)

 
Hapy new year!

Fireworks prevented sleep, so:

I used Meld (Diff-Tool) to find your changes and recreated them with xPath.

I am pretty sure I made no mistake, but I am quite tired, so there is probably one small typo or something.

Short testing showed no breaking bugs.

I don't recommend installing this!!

Thats why I didn't make it a complete modlet.

Hope it helps you, DUST2DEATH.

HDHQ xPath.zip

 

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This should be a blend of the HDHQ pack and version 3.70 of the unofficial XML fixes

The HDHQ Guns/ammo loot were NOT included.




The HDHQ torch and Spotlight should be in and working.

there may be errors or oversights, its very very hard to think clearly right now, if anyone wants to take a look at it or fix something i missed, please do so!

:encouragement: i know some of you can do this in 5 minutes with your eyes closed. :tickled_pink:

https://drive.google.com/open?id=1khC72cmeKKR7QUBXZ52sbFiAsSCGQa08

 
Hapy new year!
Fireworks prevented sleep, so:

I used Meld (Diff-Tool) to find your changes and recreated them with xPath.

I am pretty sure I made no mistake, but I am quite tired, so there is probably one small typo or something.

Short testing showed no breaking bugs.

I don't recommend installing this!!

Thats why I didn't make it a complete modlet.

Hope it helps you, DUST2DEATH.

at a quick glance it looks pretty good, i didnt see anything missing. you're definitely taking it the direction i would go in if i could. thanks for the start, im sure the community will work something out that we will all benefit from.

@DUST2DEATH

this mod has me wanting to start a new world so badly, its amazing, ESPECIALLY!! the mining.... now i can actually clearly see what im mining!

 
Awesome work DUST2DEATH.

A simple thing I noticed when I reworked this into a modlet for my own use and wanted to quality check my work.

I noticed there are two instances of treeDeadPineLeaf in the wasteland whereas you remove one of them. So the question rise, did you remove one because there are two or did you want to remove that tree from the biome all together?

 
This should be a blend of the HDHQ pack and version 3.70 of the unofficial XML fixes
The HDHQ Guns/ammo loot were NOT included.




The HDHQ torch and Spotlight should be in and working.

there may be errors or oversights, its very very hard to think clearly right now, if anyone wants to take a look at it or fix something i missed, please do so!

:encouragement: i know some of you can do this in 5 minutes with your eyes closed. :tickled_pink:

https://drive.google.com/open?id=1khC72cmeKKR7QUBXZ52sbFiAsSCGQa08
Hi TopAce6,

I tried your initial merge you posted and ran into several errors. It's all cool though. No biggy. We'll get something sorted.

@DUST2DEATH I started a new game on a prieviously created 16k map. The way the Pimps have implimented this new map system is quite incredible and very versitile. Anyways, I can edit your biome file and keep testing various levels of vegetation to find a visual balance. I'm only using blocks and biome files and have left out the gun part for now.

I moved the chance for grass and small palms to spawn in the Hardwood Swamp, by one decimal point. Now the Swamp is less busy. It's growing on me greatly. The large palms in desert towns are a wonderful inclusion. They just work so well with the environment.

When I dig for snow or dirt, the texture definition and blending, are... so beautiful. And the blending of desert into Wastland, Swamp and Alpine is so subtle, almost feathered. All in all, the more I run around testing this, the more I fall in love with it. I have still to explore the Alpine region.

This evening, on the outskirts of a small desert town, perched on top of my tiny flagstone fort, I watched the sun go down for the first time in years; marveled, at how the light dappled a warm spectrum across the landscape.

That's when I got it. I understand now. Thank you again DUST2DEATH.

I hope this year is kind to you all.

 
Here you have the three xml's that are changed in the unofficial xml fixes and are a part of this mod, INCL weapons and all, merged together. (items, item_modifiers and recipes) Only did the same fixes as in Clockworks xml fixes, nothing else is touched. Just in case anyone wants those with the nice weaponskins still in the files, or Dust2Death want to include that in the mod instead of the vanilla ones :) If anyone wants the skinned weapons to include the stats increase based on quality lvl, just let me know and I can make a version with that included :)

View attachment 26814

HDHQxmls_with_xmlFixes_incl_weapons.zip

 

Attachments

Here you have the three xml's that are changed in the unofficial xml fixes and are a part of this mod, INCL weapons and all, merged together. (items, item_modifiers and recipes) Only did the same fixes as in Clockworks xml fixes, nothing else is touched. Just in case anyone wants those with the nice weaponskins still in the files, or Dust2Death want to include that in the mod instead of the vanilla ones :) If anyone wants the skinned weapons to include the stats increase based on quality lvl, just let me know and I can make a version with that included :)
View attachment 26814
Thank you for doing this Quasimiyao. I would be very greatful if you could make the version based on quality lvl when you find the time.

Thanks again.

 
Here's a version of Elucidus's Quality Effectiveness Bonuses modlet thats compatible with HDHQ :) Drop the folder into your mod folder as with any other modlet. I kept it as a modlet so it wouldnt mess with anyones game not using that modlet. I included all the original code aswell so, if running that modlet already, just swap the original with this one. I might post this in a new thread a bit later, gotta go walk the dog now :)

It will load after HDHQ since thats not a modlet as of now, so no need to worry about load order. If running a modlet version of HDHQ just remember its loading modlets alphabetically, and this have to load after HDHQ ;)

View attachment 26818

Quality Effectiveness Bonuses_HDHQ compatible.zip

 

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