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Had this mod for ages and it never gets old.
@Pr0trikk @boss06 I just tested it on my non ips monitor and it does look more red than it should, so there is no an extra reshade included which is far less extreme and keeps more of the white color NVR if you are even interested.
Amazing mod, amazing performance, and amazing customizability. This looks stunning on its own or with reshade added to it, with a slight contrast and gamma tweak you can get this bad boy to look like real life. Well done!
@hyjai Thanks, also I think it looks a bit better in game since I had to compress the hell out of the screenshots to upload them.
@textureking It's for mass replacing. GTA V for some reason has duplicate texture files which all have to be changed for textures changes, for example say there is a texture called IM_GRASS... however there are 16 with the same name and file size in one archive, with this tool you can replace all of them in a few seconds.
@eshenk There is one now attached above and here is a link as well: https://youtu.be/sR9q7QnRTmo
@eshenk Sure can, I was going to do so before, just give a little while.
@eshenk OpenIV allows you to do so in a way. In my example I extracted all the .ytd (texture libraries) from x64g > Levels > gta5 > generic > gtxd.rpf by searching for .ytd which will show all the texture libraries in that folder, i selected them all and right clicked to get the option to extract them using open formats, to a good location. So now you have all the texture libraries in that archive extracted you can of course edit them and then when you are done import them by going back to the same location in the archive, by going into edit mode, again right clicking and import open file format, then select all the files / otd files, click import and it will repackage your texture libraries and import them as texture libraries. My directory also looked nice because i renamed my folders leading to the extracted files to remind me where the archive was from. Hope this helps, but also remeber that if certain archives reach a certain size they can sometimes stop working.
Do you think you would be able to add something to allow forced external reloading? By this I mean maybe making the game reload the timecycle files anytime an INI file has a variable set to true or something, it would help me with my tool I'm making, as I would be able to set it true when my tool had made changes to the timecycles. I know this is an odd probably one usecase example, so its up to you.
Works perfectly. Well done, this will help a lot of people out.