About this mod
If you want to see what Ezio looks like in 2014, you can come in and take a look.
- Permissions and credits
- Donations
This style is borrowed from ACUnity, and I am also working hard to implement it.
At present, the image quality may still be much worse, not just in terms of color tone,
For example, global illumination.
The rendering pipeline of old games clearly does not support GI graphics technology.
Reshade does not include it because it is based on screen space,
Therefore, the GI texture in screen space is far inferior to the real GI;
There is also PBR texture.
Compared to modern games, the disadvantage of textures in old games is the weaker uniformity
and physicality of traditional materials.
So my current abilities are not sufficient to complete these tasks.
what change?
In the first version, I only modified the texture using texmod and used reshade.
After the update of the Anviltoolkit, the real ezio was able to appear, thanks to the toolkit author @kamzik123.
I tried to add specular map to the floor and tiles materials.
Yeah,looks great.


It's inevitable to replace and modify some textures.


It looks like the lighting is different too. Yes, I used the Firenze visual from @Zaza020 at that time.
Thanks for that.

Sky texture replaced.
The current sky material still has defects, and I don't know what's going on. It has been in a distorted state.

If you look closely, you will find.
And the windows.
I have corrected the color of the windows and cubemap to match their sky color.

Only these?
Of Course Not~
When I met ACViewer(By ForgeMaster), I started the job I wanted again.
AO
Not because it was bad, but because it would expose the original color tone.
So,I closed it.
It will be replaced by SSDIL in the current reshade preset.
Streetlight
The normal intensity of the streetlight was originally too high,
and pairing it with adaptive tone mapping in reshade would be very strange,
which can be described as a gloomy and brilliant feeling.
Therefore, I reduced the normal intensity and light intensity, and also adjusted the light color.

MaterialTemplate
You may ask why Ezio has become clean?
The default material template is included in the DataPC.forge,
and I replaced it with this ID in Ezio and other main character materials,
It's exactly the effect I want.


However, the disadvantage is that it does not have MaskVertexRGB,
So we cannot change the color parameters.
The different colors on other NPCs are edited in the materials,
which means that only materials taken out separately for the main character are suitable for use.
Also,leather objects cannot use the default material template either,
as the default one only defines simple diffuse map and normal map, without defining Specular map.
Camera
When I saw that Camera mod, I tried to port it into my patch, and it was a great mod from @Petrichor23.
After modifying the camera FOV, it looks like this.


Why is the current version missing?
That's a good question.
Why?
Is it compatibility, error? Frequent bugs?Or is it difficult to find.
Of Course Not~
Because I get carsick:)
property controller data
I learned that the 010 editor can edit the property controller data,Yes, I'm back again.
At this point, the lighting in the above picture has been well explained.
ColorBalance
I lowered the gamma from 7am to 3pm and overall cooled it down,
then warmed up the sunlight color and increased the sunlight intensity,
and finally obtained the image shown in the picture.

Because the light around 6am is relatively soft, I raised the gamma to create an illusion of soft light.

Due to my reasons, six o'clock in the morning may not be very realistic.
But I will still try to modify it.
Of course, the sunlight area from 7am to 3pm will definitely not be so rigid.
For example, the sunlight areas at 7am and 2pm are slightly warm in color.
At 10am, the overall color tone begins to become relatively uniform in blue until 2pm.
After 3pm or 4pm, the blue color in the shaded areas begins to decrease.
I won't show it here. MOD images already has it.
FOG
I set the fog very thin from six to seven o'clock,
until the blue fog starts to thicken at ten o'clock (borrowed from ACUnity),
and vice versa, the fog starts to thin after four to five o'clock in the afternoon until it disappears at night.




Streetlight
Why did I bring it back again?
Because I am not sure where the normal intensity and light intensity of the streetlight are effective,
I have also modified them in the Property Controller data.
OK,It's done.
If you have any questions, you can message me privately
To be continued...