#Help understanding how ENV Objects are configured in EVTs

1554 messages Β· Page 2 of 2 (latest)

ornate heron
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from both template in 010, they have Diffuse come before ambient

left whale
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well it's incorrect then adachi_true

ornate heron
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same for CM too?

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so it should be ambient first, then diffuse

left whale
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yes

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struct gfdEnvironmentLight_tag
{
  gfdBool active;
  gfdLightType type;
  gfdRGBAFloat ambient;
  gfdRGBAFloat diffuse;
  gfdRGBAFloat specular;
  gfdLightAttenuation attenuation;
  __attribute__((aligned(16))) VmathPoint3 position;
  VmathVector3 direction;
};
ornate heron
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huh. so I wonder why both templates have got it the wrong way round :/

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so i ramped up the values for the fields for the CM section, so if I understand correctly: the red one is AMbient Red, and the green one is diffuse Green

left whale
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ok so

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for characters diffuse color mainly controls rim light

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and ambient color tints the whole model

ornate heron
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which is the opposite to what the field name shows above, and therefore its the wrong way round in the template (y)

left whale
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so ambient first, diffuse second, same as everywhere else adachi_true

left whale
ornate heron
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so back to the shadow then, they now match ocrrectrly, alhtough I couldn't get the bias to work if that's the case

left whale
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what values did you try

ornate heron
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so that's Field294

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bear with

left whale
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i dont have the template idk what it is πŸ’€

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maybe you tried editing cascades split ratio

ornate heron
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{0.32: 1229, 0.15: 337, 0.001: 316, 0.02: 78, 0.05: 30}

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so i limited it to between 0 and 0.32

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since that's whats used in the ENV files across the game

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might have been better to find a different map

left whale
# left whale maybe you tried editing cascades split ratio

(to simplify, most games actually calculate multiple cast shadows, and blend between them based on distance to camera, so that shadows that are closer to camera are higher resolution/sharper, and ones that are far away are lower resolution)

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p5/r uses 3 cascades

ornate heron
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(the reason I assumed it's bias is it comes after the path range)

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(in the translated UI i mean)

left whale
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you can try editing it on futaba palace entrance

ornate heron
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f155_001?

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okey dokey will try that now

left whale
ornate heron
left whale
ornate heron
left whale
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this area looks so funny without cast shadows

ornate heron
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thats with a value of 3

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will set it to 0 nw and see

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Value of -3

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i dont see a difference ther, so no idea what that field is doing πŸ˜„

left whale
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not bias then!

ornate heron
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so epsilon maybe?

left whale
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could be actually

ornate heron
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I might come back to it :/:

Field 2A0 it quite subtle as well, but only have 2 values (value of 6 and value of 14 - so maybe some kind of flag - most maps havea value of 6)

left whale
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flags are in the struct

ornate heron
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there are also a bunch of booleans coming up that I can see, which also might be flags

ornate heron
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also, juust wanted to say thanks @left whale, it's been really helpful thus far.

left whale
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ofc ofc, np hee_approves

ornate heron
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@pliant mural and to think this all started off because ryuji couldnt afford shoes πŸ˜„

ornate heron
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shadows

left whale
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Increasing the shadow's far clip distance in any game causes shadows to become lower res. That's because the shadow map is just a texture with a limited resolution, so when it has to cover a larger area, there's less details it can fit.

ornate heron
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so this is labelled near clip, so it would be the shadows would be rendered between two clip panes right (near and far)? so by increasing the near clip, that would decrease the range? or have I messed that up

left whale
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i actually have no clue how it works in p5r adachi_true

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the clip points

ornate heron
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Here is the "near clip" with different values

left whale
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yeah that looks about right i think

nocturne haven
# left whale this area looks so funny without cast shadows

It looks like it walked out of Deviantart (not all fields are released equally, quality wise...)
I don't understand most of this, but it's fascinating to see how much work is put into giving the fields the lights, shadows, etc it has in the end product

nocturne haven
ornate heron
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So altering the Field Shadow Darkness level is interesting. Anyone want to take a guess what value I put in to get this

ornate heron
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it's -2, which suggest this is more likely to be Field Shadow LIghtness

ornate heron
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of the next few flag fields, the first three, Field2AC, 2AD, and 2AE, I can't see nay visible differences

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however!

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The Flag at Field 2AF (labelled as 2AC[3]) does do something (and I suspected it might, as it was the only one that had a value of True across all the ENVs).

ornate heron
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(Look at the wall)

nocturne haven
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I don't see much of a dif between 1 and 0 πŸ€·β€β™€οΈ
My gut it telling me there is, but it's so subtle it's hard to see

ornate heron
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side by side, can you see the fence?

wind niche
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yea

nocturne haven
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What do you mean? The fence is p clear in both pics

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The left is probably a bit darker
If you look at the concrete below it

ornate heron
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It’s sharper,in one

pliant mural
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Oooh. Goddamn, this is the toughest game of Spot The Difference I've ever played....

nocturne haven
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Probably why it looked darker to me

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When it's blurred, there'd have to be less of the dark gray, giving off a lighter look

left whale
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mipmap levels?

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could be useful for a performance mod maybe, though the most demanding part is not textures but rendering a lot of geometry

ornate heron
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The next few fields are FieldShadowColour, and they work like the other colour fields (thouhgh again the alpha aeppears to do nothing), and negative values are (subtractive?)

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Then the colour correction section: labelled differently in each of the templates, but probably more correct in the one using CMY. These again work as you'd expect, although they cap out at -1 and +1 (cyan 10 is the same as cyan 1)

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The fields afterwards are labelled dodge and burn. And the values used in the game are from 0 to ~0.6.
However 1.0 seems to be the maximum positive value they can take, after that they break. But weridly, they can go beyond -1 and work fine.

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Next up is labelled LightMapR, LightMapG, LightMapB, LightMapA and I cannot see what these values do (if they're even used). All 4 fields have a value of either 0 or 0.2

left whale
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this is the only reference related to lightmap i saw in the shader

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and it's commented out

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it's not rgba though

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atestref is the clipping point for materials that use alpha clip/cutout mode (easiest example is leaves on trees and bushes)

ornate heron
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hmm weird one.

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the next few field are labelled outline.
EnableOutline must be set to 1, 0 causes a crash

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OutineRange has 8 distinct values across the ENVs (and they vary from 0 to 9000), but I cannot see what they do

left whale
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crash is probably due to missing shaders

ornate heron
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probably

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OutlineWidth is the next field and it only has 1 value across every ENV (value of 1.01)

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tried changing it but couldn't see any difference

left whale
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range

ornate heron
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so is that deffo a difference, rather than the movementof the model?

left whale
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it's for thin character outlines that are added as a post-process effect

ornate heron
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its so subtle!

left whale
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yeah it depends on resolution

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if you set resolution scale to 0.5 and then check persona models in your stock, the outlines will be thicc af

ornate heron
left whale
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rpcs3 screenshot

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(it doesnt scale outlines with resolution increase)

ornate heron
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ah gotcha

left whale
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so you can see that they're thicc here

ornate heron
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ah let me load the outline width in a low res screen then (y)

left whale
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there should also be outline brightness somewhere

ornate heron
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yes that one is the next field

left whale
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it's easier to see them if you set it to 0

ornate heron
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and that one I can definitely see the difference between the two values

left whale
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it's easier to see them on brighter fields πŸ˜”

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(so futaba entrance again)

ornate heron
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mostly on the straps

ornate heron
left whale
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futaba palace entrance jacksexohd

ornate heron
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so for outline width, you saying set the brightnesss to 0 and ten crank up the width on the futaba palace map?

left whale
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sure

left whale
ornate heron
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yep, I can definitely see that

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which is good, because initially i was sceptical

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giant ryuji for some reason

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oh he's on stairs :p

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so i set the outline width to 5

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is that it on the face?

left whale
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yeah but i have no clue if it's just how it always looks on lower resolution or if that's because of the edit

ornate heron
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i'll reset it to 0

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*1.01

left whale
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it's clearly not width in pixels though

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odd

ornate heron
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thats 1.01

left whale
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there's a difference for sure

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actually no joker just wasnt as close to the camera in the previous screenshot

ornate heron
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that's 0

left whale
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yeah no it looks the same width to me

ornate heron
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yeah i was gonna say I whacked into PPt and I cant see a difference either

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anything in the shader for it (fingers crossed :p)

left whale
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no!!!!!!!!

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we also don't have the source for outline shader

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oh discord doesnt even embed it lmao

ornate heron
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oh god assembly!

left whale
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jumpscare

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this might be useful though, idk

cbuffer GFD_PSCONST_OUTLINE
{
    float fadeRange;        // Offset: 0 Size: 4
    float brightness;       // Offset: 4 Size: 4
    float projectionZ;      // Offset: 8 Size: 4
    float projectionW;      // Offset: 12 Size: 4
    float2 outlineShift;    // Offset: 16 Size: 8
}```
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though it doesnt look even remotely similar

ornate heron
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great minds lol

ornate heron
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For the final 3 fields in this section:

Field27F, Field284, and RefelctionHeight:

  1. Field27F can be either 0 or 100
  2. Fied284 can be either 0 or 150
  3. The two fields are either 0 0, or 100 150
  4. When the two fields are 0, Reflection Height is also 0
  5. When the two fields are 100 150, ReflectionHeight ranges from -2000 to 4800

I'm not sure what type of reflection it relates to, the maps for the max value are things like Shido's Palace - Pool Deck so I wondered if the height was because hat has two levels (you go down stairs to get to the pool I think)

left whale
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planar reflection

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(extracted from this scene with renderdoc)

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but yeah i guess the height is literal height of the reflection plane

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whats field id for shido pool

ornate heron
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159_010

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ENV file is 2159_010_000

left whale
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renderdoc is refusing to work πŸ’€

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oh it doesnt even have any reflections here

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i cant find the draw call with reflections πŸ’€
would be easier on a field with real reflections

ornate heron
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Try Shidos palace entrance. That’s also got a large value

left whale
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height value doesnt mean anything

ornate heron
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Also which joker costume is that?

left whale
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gekkoukan high

ornate heron
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Ah interesting,

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So maybe it’s not actually used?

left whale
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what

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that's just the height of the reflection plane

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it is used, just on fields with real reflections

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oh wait i just remembered mod menu can force weather

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i dont see anything related to height specifically because it's handled by exe i guess (telling the shaders where and what and how to draw)

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this is in material i think?

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not env

ornate heron
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Ah, I hadn’t through about rain, I had wondered if it was for reflective objects like shop windows.

ornate heron
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Do you reckon the values before (the 100 and 150) values are flags/switches, or related the actual reflection properties itself?

left whale
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idk adachi_true

nocturne haven
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So I tried using the RGB values in the CSV sheet by using the hex code to find the HSV numbers. And this is what I got. Please do note, however, that I am a complete noob. I'm positive this can be recreated much better by somebody far more experienced than myself. I lowered the rim light so it wasn't visible in the night time pictures, as I plan to experiment with said rim light using the XYZ coordinates found in the CSV sheet

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Filmic

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Standard

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The hex code of the field's RGB numbers

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the hex code of the character's RGB numbers within the field

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rim light version coming soon, if I can pull it off...
seeing as the entries say 'unsure'

nocturne haven
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No coordinates on the park just yet, but here is what Maruki looks like with the XYZ coordinates on the spreadsheet. This is filmic

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In standard

nocturne haven
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EDIT: I totally overlooked the emissive alpha, so that'll be adjusted

nocturne haven
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so yeah....here we go
Note that the emissive alpha on the character model could be wrong, as @ornate heron was not sure whether the one I took the emissive alpha number from actually belonged to the character emissive alpha.
The 'toonLightColor Alpha' is turned down to 0 as well, but overall it seems that field has an emissive alpha of 0 while the emissive alpha of the character model is still unsure/unconfirmed.
Unfortunately turning down both the emissive alpha and toonLightColor Alpha wiped out the rimlight.
But, as I said at the beginning, i am only a noob. There are likely things I'm getting wrong that aren't obvious to me, due to my inexperience.

ornate heron
# left whale

what version of MM are you ising (and did you build from src)?

left whale
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some dusty ass old ps4 version πŸ’€

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i dont even remember

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i just manually extracted files from whatever release was latest at the time of pc release and then never updated it

ornate heron
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ah fair enough

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also yeah the ENV ReflectionHeight values I got working now, with the rain

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but those two fields before hand don't seem to affect the reflections as far as I can tell

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does the water seciton on the beta tool give any hints?

left whale
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πŸ’€

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(it's just height and a toggle to display the reflection on the screen for debugging)

ornate heron
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cant tell if the distortion changes because of the timing or the value

left whale
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(distortion values are specified by the material, and I don't think anything from env modifies them)

ornate heron
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then its probably just a timing issue with those screenshots - in which case no idea what those fields do (of the major areas in the game, shinjuku has it set to 0, and the fishing pond)

left whale
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i assume the only reflection related value in env is the reflection plane height

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the only thing left now is physics i think

ornate heron
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yeah,perhaps the fact those fields seem to be set when reflectionheight is some leftover

left whale
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actually

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wtf is dirty

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it appears a lot in beta symbols, but i've never seen it in shaders

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oh maybe it's some term that's used for something else and not literal dirty effect

ornate heron
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well the next section is the physics section

left whale
ornate heron
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but I gravity is constant at -9.81

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(just like in real life!)

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(ish)

left whale
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this is adachi_true

ornate heron
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I'm not sure what it affects tbh. I tried changing the value and didn't see anything obvious

left whale
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do physics testing on ties

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joker p2 dlc tie, ryuji phantom thief suit tie

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other physics stuff (like hair) is usually stiff af

ornate heron
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genius πŸ™‚

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left is with gravity reverse, right is with normal gravity

ornate heron
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silly old bear

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and that has helped confirm that flag gvalue too

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*flag value

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is just an enable (which was assumed but good to know)

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why ties of all things?!

left whale
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because they don't have baked physics for those!

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joker/violet long coats physics are all just pretty animations

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meanwhile small stuff like ties or hair, or p5d dlc scarves uses real time physics

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they used the most basic constraint type ever so real time physics look either too simple (just drag, no bouncing or anything) or too stiff

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idk how to explain physics things properly, ESL moment

ornate heron
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no i get it from your explanation

left whale
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ok good!!

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default values

ζœ‰εŠΉ (Enabled)
ι‡εŠ› (Gravity): -9.80
ζœ‰εŠΉ (Enabled)
強さ (Strength): -0.050~0.150
ε‘¨ζœŸ (Period): 01.000~03.000
方向 (Direction)
物理γ‚ͺγƒ–γ‚Έγ‚§γ‚―γƒˆθ‘¨η€Ί (Display physical object) (debug)
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second part is wind

ornate heron
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From ENVs:
Gravity: 'num_of_unique_values=2', 'min=-9.807', 'max=-9.8'
EnableWind: num_of_unique_values=2', 'min=0', 'max=1'
WindDirectionX: 'num_of_unique_values=2', 'min=-0.346', 'max=1.0',
WindDirectionY: 'num_of_unique_values=2', 'min=0.0', 'max=0.857',
WindDirectionZ: 'num_of_unique_values=2', 'min=-0.381', 'max=0.0',
WindPowerDatums: 'num_of_unique_values=5', 'min=-0.05', 'max=1.75',
WindPowerRange: 'num_of_unique_values=6', 'min=0.2', 'max=1.65',
WindCycleDatums: 'num_of_unique_values=4', 'min=0.0', 'max=3.96',
WindCycleRange: 'num_of_unique_values=3', 'min=0.98', 'max=3.64',

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so could be likely that WindPowerDatums is the Strength
and Wind Cycle Datums is the Period

ornate heron
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is wind likely to be a global thing, or again more likely to be visible with a model that supports it?

left whale
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the latter πŸ™‚

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particles react to physics as well btw

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but it's probably still easier to test with the same models

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models themselves have a wind multiplier btw

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which, i don't think ever goes above 1 (and is mostly below it)

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but setting it to 5 or 10 does make it stronger

ornate heron
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hmm so would the P2 outfit work again with the tie? (obviously gravity will be set back to normal never fear)

left whale
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i don't remember what the wind multiplier is set to there adachi_true

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but probably!!

ornate heron
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ta

ornate heron
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just a quick follow up to gravity - it's odd when it is set to positive

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i'm not sure why the tie goes crazy - i was expecting to be pointing straight up! (no jokes please :p)

left whale
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erect..

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but anyways it's because there's always an additional dummy bone at the end of every physics bone chain that doesnt ever move

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(probably because of that anyway)

ornate heron
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lol bone

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but ah ok, so that dummy bone doesn't have any properties

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or rather isnt affected by them so it just causes weirdness

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(forogot to mention the you are correct re: the tie working for wind). its quite....amusing :p

ornate heron
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unsurprisingly the tie can't move because of the model (-1), but the hair does!

left whale
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it's just a unit vector i guess

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same as light direction

ornate heron
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yup seems to be

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im curious to try out the next two fields (Y and Z) to see how they look

left whale
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iirc p5 uses
X - left
Y - up
Z - forward

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im not sure though

ornate heron
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well for Y (everymap is basically 0)

left whale
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makes sense

ornate heron
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the most annoying this is his character model idle pose, never sotps moving!!!

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but yes there is "wind" "Y"

left whale
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bro is restless

ornate heron
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but the hair pulsing is quite useful

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means i know the wind effect is working

left whale
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you can check with sumi's long hair

ornate heron
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you mean mary sue(mi) :p

left whale
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you'd need to replace joker though i guess

ornate heron
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thats easy

left whale
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actually

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i wonder if i still have a model for joker that's just fully real time physics

ornate heron
ornate heron
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do you knw what the wind power level was set to

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i had to crank it up to see anything

left whale
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on which model

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unedited joker phantom suit?

ornate heron
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hmmm i guess so

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oh multiplier

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sorry misread

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ignore thast last statement

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i was being dumb

left whale
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0.15 - 0.4

ornate heron
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yeah

ornate heron
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so for the I'm using nowthe windpowerdatums (which i think is the wind strength) I've set to 1.75 just so i can have a strong wind blowing

ornate heron
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x is the side angle one, y is the hair bounce up and down, and z is the weird left to right one (back facing view)

ornate heron
ornate heron
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but!

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if i set the X Y and Z to 1

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and set the powerdatum to -1

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then it does go in the reverse direction

ornate heron
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so they both seem to control the magnitude i guess?

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i set it 100 100 for both

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and the tie went to the same place

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then i set the powr to 0.1 the tie went to the same place, but other parts of the model were less affected

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v weird

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but yeah

ornate heron
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WindPowerRange also seems to be a power modifier. I'm not sure if its a cental point that grows larger (thus making the wind affect more things), but again, the lower the number, the more damping it seems to do (until 0), and vice versa (till about ~1.75)

ornate heron
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WindCycleDatum is the time taken for a cycle (I think in seconds). Setting it < 0 wraps to 0 behaviour, but its quite amusing πŸ˜„

ornate heron
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So I think WindCycleDatum is for the cycle for the fast part, and WindCycleRange is the cycle time for the slow part.

When i set windcycle range to 10 and WindowCycleDatum to 1, the initial wind effect takes time to start, and is quite slow, but then in the next part of the cycle, its very fast to blow out and return to nromakl, and then the cycle seems to repeat

ornate heron
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final section is the sky section - whuch looks pretty small

left whale
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proper name would be clear color (as in, what color to use when you're rendering a frame but there's no geometry)

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you know how in source games if you get out of bounds it gets all trippy and game just doesn't remove stuff from the previous frame

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clear color is used to prevent that

ornate heron
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yeah, when I go out of bounds i see the colour. I'm assuming the sky dome itself is just a texture that wraps around the map?

left whale
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they're just objects

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.gmd models

ornate heron
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yep makes sense

ornate heron
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all the sky (colour) fields work as expected, except for the alpha

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Sky Alpha
['num_of_values=1990',
'num_of_unique_values=1',
'min=255',
'max=255',
'value_range=0',
'mean=255',
'stdev=0.0',
'cv=0.0',
'mode=255 (1990 items)',
'raw data rounded to 3dp']

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like with the other fields labelled alpha doesn't seem to do anything, probably some default field generated from their tooling

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and therefore that is the end of the ENV file

ornate heron
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i'll go through everything and summarise my findings, and then probably add it to wiki

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probably be quite useful to try and line it up with the shader stuff too (baby steps tho)

ornate heron
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just to make sure I am 100% not misrepresenting what's been said

the first picture is ambient lighting, and the second if diffuse?

(this is Red set to 1, and G,B set to 0)

left whale
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i think so yea?

ornate heron
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those are two different fields I've edited there

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the first pic is from a field labelled field diffuse lighting, but is actually ambient
the second pic is from a field labelled field Ambient Lighting, but is actually diffuse

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(so as you said the tempalte needs to swtich the names around)

left whale
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yes

ornate heron
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(y)

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oh that's not a thumbs up on discord

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πŸ‘

left whale
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ambient should be first, diffuse should be second

ornate heron
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oh i meant to ask, is there support for actual Field emissive lighting in the game? In every ENV file, all of the emissive light settings are to 0 for R and G and B? I think i remember you showing me the struct and there was no emissive, but I can't remember if I've made that up

ornate heron
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thanks!

left whale
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im guessing it's just attenuation

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it being all 0s makes sense because it's a directional light therefore there's no attenuation adachi_true

ornate heron
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is that the distance the light would travel?

left whale
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directional lights don't use it

ornate heron
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so if its set to 0 across all the ENVs, what would use it ?

left whale
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see the gfdLightType there?

ornate heron
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yh

left whale
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ig they wanted to make it possible to use not just directional light

ornate heron
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im guessing thats controlled outside the ENVs and some other system handles it?

left whale
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well idk adachi_true

ornate heron
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or it was something never implemented?

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AtlusRise_what

left whale
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all i know is that they always use just directional lights in env

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one for character, one for field

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that's it

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any additional lights are in fields themselves

ornate heron
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Naofacepalm ah well, it just confirms my suspicion that most games are held together with plasters and elastic bands haha

left whale
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not in this case

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it's good to have the same struct for all light source types

ornate heron
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yes that is true

left whale
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the shader technically supports up to 3 light sources at the same time, so if you use the same struct you can add them in any order

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though only one directional light is ever used, and they have a separate deferred pass for all point/spot lights and just pass that as a texture

ornate heron
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interesting

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i never really thought about how complicatged lighting is

left whale
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that's how most games did it i think

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either full deferred or something similar to this

ornate heron
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looking at that tag - do you happen to know if any Attenuation and position values are set? I'm theorising that at least some of the unknown fields in the section might have been used for that (Field42 for attenutation and Field46, Field4A and Field4E) for position - all of these fields in teh ENv are set to 0, for every ENV butif that's potentially linked to LightType stuff (which they might have decided not to do) it would make some kind of sense

left whale
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they don't matter for directional lights

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think of it as a sun in the sky

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no matter how far away it is, you'll see it

ornate heron
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yep

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its always there

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so if those fields are set to 0 across the ENV - could they correspond to those fields in the shader - but because this is directional lighting, it owuld have no effect anyway?

left whale
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shader doesnt have position lol

ornate heron
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ah, so whats this attribute in teh struct? attribute_((aligned(16))) VmathPoint3 position;?

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(sory for the questions, just trying to understand)

left whale
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im guessing the game calculates all important info like for any other regular object

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in the exe

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all shader has is this

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you can just match the names in your notes to beta symbols though

ornate heron
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then god knows that those field is in the ENV are πŸ˜›

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attenuation is an odd one - since that doesn't seem to be labelled in teh template anywhere (same for spot), but could be an unnamed field

left whale
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it's for light objects in gmds

ornate heron
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In the FM section, these are the only unlabelled fields

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i didn't observe anything when I changed them either

ornate heron
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First section done. Question about the lighting, I'm not sure the labels are correct, because I cant visualise where the light source is in my mind (in order to generat the shadoows),

ornate heron
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Dniwe - there's one field in the character model section that has a lot of values across ENVs, but I can't see any effect - was wondering if there was something on the beta screens that might help or any ideas -
It seems to range from ~14.0 to 75 and the majority of ENVs have it set to 50 - any thoughts?

left whale
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can you give some specific example

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with field id

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preferably metaverse

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though any would work adachi_true

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you sure it's not from camera? default FOV value is 50

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14 is very close wow

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the slider resets back to 50 after you let go btw πŸ’€

ornate heron
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It's just labelled on teh template as Field188, but its around the character model light X Y Z labels, and just before the near and far clip settings

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futaba palace entrace ok?

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so field 155_001 has a value of 60

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------ Field188 ------
['num_of_values=1990',
'num_of_unique_values=69',
'min=14.0',
'max=75.0',
'value_range=61.0',
'mean=50.546',
'stdev=7.198',
'cv=14.24',
'mode=50.0 (908 items)',
'raw data rounded to 3dp']

left whale
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i was away for a bit, gomen

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yeah it's fov

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should be in the camera section instead

left whale
ornate heron
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saywut!?

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im not seeing any difference when changing it

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which I noted before actually checking my notes

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f153_008 is another map with a low value (value of 35)

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I wonder if its something baked in the field somewhere?

ornate heron
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(or handled by the exe)

left whale
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it could also just be broken in multiplatform version πŸ’€

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like texture filtering always being set to linear (on ps3 you could set it to nearest in material, useful for minecraft imports)

left whale
ornate heron
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I’ll label the field in my notes but with a note that not seeing any effect. Might check the maruki palace map see if they are set to something

ornate heron
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Maruki maps all set to 60 - so it is what it is

ornate heron
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Updated to Character Model Section. When double checking things, i did note that the near clip plane seems to have some kind of minimum distance, since even when setting it to 10 or 20, things were rendering behind the camera. Although I will say, i do wonder what "units" are being used#

left whale
#

meters

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well

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the game uses meters for other stuff

ornate heron
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hmm metres would make sense

left whale
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this in blender actually does match up with the game so

ornate heron
ornate heron
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In the fog section, is there a) a flag/switch to set fog on off/visible/invisible, and then an alpha channel or opacity channel?

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Field195 (which comes after the enable flag) seems to have some secondary control behaviour on Fog

left whale
ornate heron
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interesting - what are the option types where it says Linear? (and i tried to translate that first checkbox but it didn't make any sense to me)

left whale
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exponential and exponential2

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exponential2 is VERY close to player/camera

ornate heron
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hmmmmmm

ornate heron
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so from the looks of it, the Disable Fog is actually the use near and far plane toggle there

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which makes me wonder if Field195 and 196 are the implementations of the fog type

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(and Field195 ignores/not affected by Field196) - maybe?

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oh ffs the descritions didnt save! pic 1 is Fog on, Field195 off, Field196off, pic 2 is Field195On, Pic 3 is Field196On

ornate heron
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Can someone explain (in simple terms) what a ToneMap is and what Bloom is? The field is labelled differently depending on the template - but I'm not sure I understand what is happening when it's enabled

left whale
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tonemap = when image go bright, make image not bright
bloom = when some parts of image are bright (above threshold), make those parts bleed around the edges

ornate heron
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so in these two images, when its 0 that weird effect around the light sources, and when its 1, you don't

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so reading your definition, would that be bloom?

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since when its disabled, the light is bright, and whens its enabled, the bloom effect applies?

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(sorry realised it was a crappy picture)

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(left is disabled, right is enabled)

left whale
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there's also glare

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the light streaks

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atlus calls those star

ornate heron
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yeah there are three fields linked together:

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Enable HDR OR Enable Graphical Output
Enable ToneMap OR Enable Bloom
Enable StarFilter OR Enable Glare

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in the screenshot - i've got HDR/GO set to 1, StarFilter/Glare set to 1 and ToneMap/Bloom set to 0

left whale
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gomen for cracking audio, idk why rpcs3 does that

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autoexposure

ornate heron
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top one is bloom, second one is star right?

ornate heron
#

just writing up the outline section - i'm wondering if the outline fields are outline transparency/opacity/darknesss and outlineWidth - i know we discussed it before with the width (and I think that one is correct), but we kind of glossed over the former

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Because outlinerange is an odd name for a field

left whale
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how so

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depth range

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far away objects wont receive outlines

ornate heron
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The outline on the chars as the value increases - looks the same thickness of the sleeve all along, but changes colour from white to black

ornate heron
#

The more i play with and write up what I find, the more I learn about video game environments, the crazier and cleverer and complex the whole thing seems πŸ™‚

ornate heron
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Dwine - on the beta menu for DOF - are the plane settings defined/independent of each other? Just realised in the ENV both the near and far planes are the same value

left whale
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pretty sure they updated dof from p5 to royal but i'll check

ornate heron
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yeah - its odd. they've set every near plane and far plane to the same value

left whale
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this is true default values btw

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didnt load any field or env

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opened the menu on boot screen that shows up before even title

ornate heron
#

interesting

left whale
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i can check some specific field

ornate heron
#

would you be able to see what the values are on shujin gates morning?

left whale
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id..

ornate heron
#

f2002_001

left whale
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full env id...

ornate heron
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ENV2002_001_010

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field 002_001

left whale
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why is it all 0s

ornate heron
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lol

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in royal - its set to 99.6666663, 100 100, 71.64, 0.89, 1

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which i dont undetstand as a concept, since that would mean the FocalPlane, and the blurplanes are both 100

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the blur limit is 70

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and the blur strength is 0.89

left whale
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i cant even edit the values to make just the distant objects blurry

ornate heron
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gaussian mode 1

left whale
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it's either full screen or nothing

ornate heron
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i assume you ticked the box?

left whale
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actually nvm

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lovely flowers

ornate heron
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what's the setting on that latest picture?

left whale
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(same on both pics with hidden ui)

ornate heron
#

interesting

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yep dont get anything like that in Royal - must have made some major changes

left whale
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isnt there auto focus now

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(genuinely no clue)

ornate heron
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im just gonna see what the settings are for the new fields

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like kichijoji

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yeah looks defaulted

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100 100 100 across the board

ornate heron
#

Finished putting into a doc - its pretty large due to all the images. I'm not sure the terminology used but hopefully its clear what I mean in places!

#

hope it makes sense!

ornate heron
#

I've also been working on a little parser for the ENV files that will spit out either a json or a csv - ive done the csv part for the moment, and will get a json done in a while.

https://github.com/bladekey88/simple-P5R-ENV-Parser/releases

i'll also stick this up on wiki, though I doubt i'll be able to include teh images since they're numercvous and large, and probably overkill anyway

GitHub

This is a small script that will output the values from an ENV to a csv file. This work is based on the templates created by the P5R community. - bladekey88/simple-P5R-ENV-Parser

left whale
#

that's ambient

jovial jacinthBOT
left whale
#

same for characters

#

swap ambient and diffuse

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did you send an old pdf

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color correct is still rgb instead of cmy too

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oh wait no i was looking in the wrong section

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anyways i told you, ambient first, diffuse second, always, everywhere

ornate heron
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no, that's the most recent version

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those are the names in the template - ive added my comment there, but i dont own that template

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(as in the ENV template)

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hence my comment in bold

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no need to come in swinging so hard

left whale
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oh πŸ’€

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gomen

ornate heron
#

But thinking about it I might swap it round in the summary and note that the templates are the wrong way round, so that the summary is correct and ambient comes first

ornate heron
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its a WIP but i'm using the children field to nest structs, and then the field field for the actual field values. For some fields, I've converted the value to RGB as well.

ornate heron
ornate heron
#

I've completely updated that page and I think for now that's everything done. On the /ENV page I've also put the research on how the ENV iteration works for in-game and for event envs. I'm going to update the PDF, and probably stick it on a google drive somewhere and link it when its done.

I was going to upload the pictures to Imgur, to illustrate the fields on the wiki page, but it wants my phone number when I make an account so I wont be doing that!

Separately, I'm thinking I'll write some code to deserialise the output json I created so that it can be converted back to an ENV file making it easy to edit without using 010 editor/templates

Not sure what/where the best place is to go update the templates, I assume a pull request somewhere?

left whale
ornate heron
#

thanks

ornate heron
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done

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just the pdf to update, and then i'll post it here, and close this. I'll open a new topic for the json deserialisation

pliant mural
#

Really good work on this! It's amazing to have someone around who both can and actually WANTS to document in detail femc

ornate heron
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πŸ˜… thanks. i love persona 5, i love technology, and i like learning new things

ornate heron
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Updated, including changing the field names to what I had initially suggested - being bold! The wiki page is also updated with this.

Also added some info for the footer and the two missing fields before the CM and FM section

ornate heron
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I think I've also fixed the json so that it adds teh missing fields that aren't in the original template (includes the footer). The only issue with it now is there is no key at the root level, so the json structure techically is two objects at the root level, but apparently that is valid json

ornate heron
#

(marked as solved)

left whale
#

i think it's probably better to leave this open for a little bit still

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just in case

ornate heron
#

That sounds ominous Rise_what