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[III|VC|SA] Screenshots and Other Media Thread

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Marty McFly
  • Marty McFly

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#6631

Posted 17 June 2012 - 08:39 PM

Effect.txt with Filmiccurve, Technicolor and Skyrim tonemapping, for some reason sharpening is broken, but I'm not sure about that, could be the fxaa injector i'm currently using becasue no other effect.txt sharps, too, even the simple blur sharp shift effect.txt.


CODE
//+++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright 2007-2012 (c) Boris Vorontsov
// settings by Marty McFly
//+++++++++++++++++++++++++++++++++++++++++++++

// Tonemapping, Sharpen, and Desaturation effects for SA - DKT70 - Feb 2011.
// Filmiccurve,  Technicolor and Skyrim Tonemapping added - Marty McFly - June 2012.

// HDR Settings.
float Defog=0.04; // Strength of FogColor, higher = more.
float4 FogColor={0.33, 0.3, 0.3, 0.02}; // Lens-style color filters for Blue, Red, Yellow, White.
float Exposure=2.666; // Contrast settings, higher = brighter, but also more white.
float Gamma=0.84; // Gamma settings for darker or lighter shadows and dark areas, higher = darker.
float BlueShift=0.3; // Shifts entire color spectrum towards blue, good for images too yellow, but this is global.

// Saturation Levels.
float sat = 0; // Saturation levels, higher values = less saturation, 0 = off.

// Sharpen effect settings. For some good settings try using double your resolution in sxres and syres, and keep sharp strength double the offset.
float sharps = 0.00; // Sharpen Strength.
float offsetv = 0.00; // Offset value, higher = more offset from center.
float sxres = 0; // Horizontal Resolution setting.
float syres = 0; // Vertical Resolution setting.
float aspect = 0; // Aspect Ratio.

//Filmiccurve by icelaglace ported to SA by Marty McFly
float   A = 0.30; // Shoulder Strength
float   B = 0.15; // Linear Strength
float   C = 0.30; // Linear Angle
float   D = 0.20; // Toe Strength
float   E = 0.02; // Toe Numerator
float   F = 2.50; // Toe Denominator
float   W = 10.0; // White Scale

float TechniPower = 5.0; // technicolor effect
float  TechniAmount = 0.4; //

float EBrightnessCurveV4=0.7; //contrast and darken
float EBrightnessMultiplierV4=0.45; //doesn't affect game appearance at all, only in real high values
float EBrightnessToneMappingCurveV4=0.2;  //makes brighter areas darker, limits the brightness level in a smooth way, better
//--------------------------------------------------------------------------------------
// Textures
//--------------------------------------------------------------------------------------
texture2D texColor;

//--------------------------------------------------------------------------------------
// Sampler Inputs
//--------------------------------------------------------------------------------------


sampler2D InputSampler = sampler_state
{
    Texture = (texColor);
    MinFilter = Point;
    MagFilter = Anisotropic;
    MipFilter = Point;
    AddressU  = Clamp;
    AddressV  = Clamp;
    SRGBTexture=FALSE;
    MaxMipLevel=0;
    MipMapLodBias=0;
};


struct VS_OUTPUT_POST {
float4 vpos  : POSITION;
float2 txcoord : TEXCOORD0;
};

struct VS_INPUT_POST {
float3 pos  : POSITION;
float2 txcoord : TEXCOORD0;
};

float pixelWidth;
float pixelHeight;


//--------------------------------------------------------------------------------------
// Vertex Shader Input
//--------------------------------------------------------------------------------------

VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;

float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);

OUT.vpos=pos;
OUT.txcoord.xy=IN.txcoord.xy;

return OUT;
}

//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------

float4 main(float2 uv : TEXCOORD) : COLOR
{
   float4 c = tex2D(InputSampler, uv);
 
   c.rgb = max(0, c.rgb - Defog * FogColor.rgb);
   c.rgb *= pow(2.0f, Exposure);
   c.rgb = pow(c.rgb, Gamma);

   
   float3 d = c.rgb * float3(1.05f, 0.97f, 1.27f);
   c.rgb = lerp(c.rgb, d, BlueShift);

   float4 curr = ((c*(A*c+C*B)+D*E)/(c*(A*c+B)+D*F))-E/F;
   float4 whiteScale = ((W*(A*W+C*B)+D*E)/(W*(A*W+B)+D*F))-E/F;
   c = curr*whiteScale;

       float4 redfilter = float4 (0.8, 1.0, 0.8, 1.00);
    float4 greenfilter = float4(0.30, 1.0, 0.0, 1.0);
    float4 bluefilter = float4(0.25, 1.0, 1.0, 1.0);
    float4 redorangefilter = float4(1.05, 0.620, 0.0, 1.0);
    float4 cyanfilter = float4(0.0, 1.30, 1.0, 1.0);
    float4 magentafilter = float4(1.0, 0.0, 1.05, 1.05);
    float4 yellowfilter = float4(1.6, 1.6, 0.05, 1.0);
    float redNegativeAmount = 0.52;
    float greenNegativeAmount = 0.55;
    float blueNegativeAmount = 0.52;

   float4 tcol = c;
    float4 filtgreen = tcol * greenfilter;
    float4 filtblue = tcol * magentafilter;
    float4 filtred = tcol * redorangefilter;
    float4 rednegative = (filtred.r + filtred.g + filtred.b)/(redNegativeAmount * TechniPower);
    float4 greennegative = (filtgreen.r + filtgreen.g + filtgreen.b)/(greenNegativeAmount* TechniPower);
    float4 bluenegative = (filtblue.r+ filtblue.g + filtblue.b)/(blueNegativeAmount* TechniPower);
    float4 redoutput = rednegative + cyanfilter;
    float4 greenoutput = greennegative + magentafilter;
    float4 blueoutput = bluenegative + yellowfilter;
    float4 result = redoutput * greenoutput * blueoutput;

c = lerp(tcol, result, TechniAmount);

       float Y = dot(c.rgb, float3(0.299, 0.587, 0.114));
float U = dot(c.rgb, float3(-0.14713, -0.28886, 0.436));
float V = dot(c.rgb, float3(0.615, -0.51499, -0.10001));
Y=pow(Y, EBrightnessCurveV4);
Y=Y*EBrightnessMultiplierV4;
c.rgb=V * float3(1.13983, -0.58060, 0.0) + U * float3(0.0, -0.39465, 2.03211) + Y;

c.rgb=max(c.rgb, 0.0);
c.rgb=c.rgb/(c.rgb+EBrightnessToneMappingCurveV4);




   float2 InputSize = float2(sxres, syres/aspect);
   float Amount = sharps;
   float2 offset = offsetv / InputSize;
   float4 color;
   color = tex2D(InputSampler, uv);
   color += tex2D(InputSampler, uv - offset) * Amount;
   color -= tex2D(InputSampler, uv + offset) * Amount;

float middlegray=(c.r+c.g+c.b)*0.333;
float3 diffcolor=c.rgb-middlegray;
c.rgb+=diffcolor*-sat;

   return c * color;
}




//--------------------------------------------------------------------------------------
// Compiler
//--------------------------------------------------------------------------------------
technique PostProcess
{
   pass P0
   {
#ifdef E_SHADER_3_0
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader  = compile ps_3_0 main();
#else
VertexShader = compile vs_2_0 VS_PostProcess();
PixelShader  = compile ps_2_0 main();
#endif

ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

EDVINOSKE
  • EDVINOSKE

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#6632

Posted 17 June 2012 - 10:33 PM Edited by EDVINOSKE, 17 June 2012 - 11:08 PM.

Any tips how on how to configure bump mapping.?
Something like ivars looks freakin sick biggrin.gif
What should i change here:
user posted image user posted image user posted image user posted image user posted image

T.A.Z
  • T.A.Z

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#6633

Posted 18 June 2012 - 01:10 AM

QUOTE (ivars @ Sunday, Jun 17 2012, 10:36)
QUOTE (adamek1124 @ Sunday, Jun 17 2012, 09:17)
(translate.google)

Help! I have a Project Oblivion mod, and when they look at the vegetation, then the game is lagging terribly. What is the best FPS = Performance vegetation mod?

My PC:
AMD Phenom II X4 3.3 GHz
Asus GTX550 1GB Ti
8GB RAM

I playing on 1920x1080

What makes you think that this is thread for such questions? This isn't 'best mods online' thread.

Nice to see that people are still friendly when it comes to asking questions /sarcasm. I hope you get the same response as soon as you ask someone for a dl link for a certain car someone uses in his screenshots or something similar.

Marty McFly
  • Marty McFly

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#6634

Posted 18 June 2012 - 04:38 AM Edited by Marty McFly, 18 June 2012 - 04:43 AM.

QUOTE (T.A.Z @ Monday, Jun 18 2012, 01:10)
QUOTE (ivars @ Sunday, Jun 17 2012, 10:36)
QUOTE (adamek1124 @ Sunday, Jun 17 2012, 09:17)
(translate.google)

Help! I have a Project Oblivion mod, and when they look at the vegetation, then the game is lagging terribly. What is the best FPS = Performance vegetation mod?

My PC:
AMD Phenom II X4 3.3 GHz
Asus GTX550 1GB Ti
8GB RAM

I playing on 1920x1080

What makes you think that this is thread for such questions? This isn't 'best mods online' thread.

Nice to see that people are still friendly when it comes to asking questions /sarcasm. I hope you get the same response as soon as you ask someone for a dl link for a certain car someone uses in his screenshots or something similar.

He simply won't do that because it's also no "which car is that" thread. If he really wants a car he would pm the guy who took the pictures. This is a enb screenshot thread for screenshots and other things related to enb. If he had asked 'hey guys, theese are my bump settings, what could I do to make them look more flat?' , ivars would surely have helped him.

Ivars
  • Ivars

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#6635

Posted 18 June 2012 - 09:39 AM

QUOTE (EDVINOSKE @ Sunday, Jun 17 2012, 22:33)
Any tips how on how to configure bump mapping.?
Something like ivars looks freakin sick biggrin.gif

Bump maps can be configured IG by pressing SHIFT+Enter, when values on left screen corner appear you can configure each one of them by holding 1,2,3,4...+Page Up or Page Down.

EDVINOSKE
  • EDVINOSKE

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#6636

Posted 18 June 2012 - 10:04 AM

Hi ivars, thank you for your help, but it doesnt work when enb is enabled i press page up/down + 1,2,3,4 etc and it does nothing and when enb is disabled and i press those keys values change, but when i enable enb again with changed values they reset confused.gif

Marty McFly
  • Marty McFly

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#6637

Posted 18 June 2012 - 10:17 AM Edited by Marty McFly, 18 June 2012 - 10:30 AM.

QUOTE (EDVINOSKE @ Monday, Jun 18 2012, 10:04)
Hi ivars, thank you for your help, but it doesnt work when enb is enabled i press page up/down + 1,2,3,4 etc and it does nothing and when enb is disabled and i press those keys values change, but when i enable enb again with changed values they reset confused.gif

You have to press SHIFT + ENTER to show up the parameters.

BTW: does anybody use this damn effect.txt? it was senseless to share it -.-

Methical
  • Methical

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#6638

Posted 18 June 2012 - 10:36 AM

I've downloaded it; will be testing tomorrow for sure bro xD

Ivars
  • Ivars

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#6639

Posted 18 June 2012 - 10:41 AM

QUOTE (Marty McFly @ Monday, Jun 18 2012, 10:17)
BTW: does anybody use this damn effect.txt? it was senseless to share it -.-

I don't really like it...But if it would have Bokeh dof sure I would use it.

EDVINOSKE
  • EDVINOSKE

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#6640

Posted 18 June 2012 - 10:47 AM

I`m using it now! looks amazing tounge.gif and yeah bokeh dof would look great (if it wouldnt lag biggrin.gif )
user posted image user posted image user posted image user posted image user posted image
And yes im pressing shift+enter but when enb is on i cant adjust it and when its off i can but when i adjust it and then turn it on it resets idk why confused.gif i will make vid for you so you will understand

Marty McFly
  • Marty McFly

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#6641

Posted 18 June 2012 - 11:28 AM

QUOTE (ivars @ Monday, Jun 18 2012, 10:41)
QUOTE (Marty McFly @ Monday, Jun 18 2012, 10:17)
BTW: does anybody use this damn effect.txt? it was senseless to share it -.-

I don't really like it...But if it would have Bokeh dof sure I would use it.

Hmm the bokeh DoF in the skyrim one is no actual DoF, make it really strong and then you'll see that it onl shifts everything to the left upper corner, but the more, the greater the distance to the player is.

A Z I Z
  • A Z I Z

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#6642

Posted 18 June 2012 - 12:07 PM

user posted image

user posted image

ken5375e
  • ken5375e

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#6643

Posted 18 June 2012 - 12:07 PM

user posted image user posted image

user posted image user posted image

EDVINOSKE
  • EDVINOSKE

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#6644

Posted 18 June 2012 - 12:24 PM

Awesome screens!
Sorry for so much asking but i`m kinda new here but any tips for making enviroment look better?
Mine looks a bit red confused.gif

Ivars
  • Ivars

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#6645

Posted 18 June 2012 - 12:59 PM

QUOTE (Marty McFly @ Monday, Jun 18 2012, 11:28)
QUOTE (ivars @ Monday, Jun 18 2012, 10:41)
QUOTE (Marty McFly @ Monday, Jun 18 2012, 10:17)
BTW: does anybody use this damn effect.txt? it was senseless to share it -.-

I don't really like it...But if it would have Bokeh dof sure I would use it.

Hmm the bokeh DoF in the skyrim one is no actual DoF, make it really strong and then you'll see that it onl shifts everything to the left upper corner, but the more, the greater the distance to the player is.

sung9533 recently released new version, it allows to adjust much more values then is old one, blur can be adjusted smaller. For me bokeh DOF looks alot better than enb's dof.

KOHD
  • KOHD

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#6646

Posted 18 June 2012 - 02:51 PM Edited by KOHD, 18 June 2012 - 03:34 PM.

user posted imageuser posted imageuser posted image

Ivars
  • Ivars

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#6647

Posted 18 June 2012 - 03:06 PM

QUOTE (KOHD @ Monday, Jun 18 2012, 14:51)
PICS

Wow nice looking mw2 style pictures.

ken5375e
  • ken5375e

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#6648

Posted 18 June 2012 - 04:34 PM

only one pic

user posted image

aStiffSausage
  • aStiffSausage

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#6649

Posted 18 June 2012 - 05:01 PM Edited by oksa8, 18 June 2012 - 05:04 PM.

Few pics of the legendary 2F2F Skyline... Not sure if the bodykit is the same, but looks still cool. And, disabling grass actually makes my game nearly playable with Very High FX. biggrin.gif
(Yeah, laptop...)

user posted image user posted image user posted image user posted image user posted image user posted image

And if someone wonders, Skyline by MadDriver, paintjob by SkylineGTRFreak. (From his Skyline, forgot to remove paintjobs after trying his Skyline and they seem to fit MadDriver's Skyline really well... mercie_blink.gif )

Question:
Is there any fix for the flickering motion blur? It kind works, but like once in a second it doesn't work, making the motion blur look kinda disturbing.

GameModder8
  • GameModder8

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#6650

Posted 18 June 2012 - 05:26 PM

@KOHD - Great, I love these war based screens! icon14.gif
@ken5375e - Awesome screen, dude smile.gif
@oksa8 - Love the car and the paintjob inlove.gif

Few new screens. biggrin.gif

user posted image user posted image
user posted image user posted image
user posted image

CreatorCreatureSpore
  • CreatorCreatureSpore

    All you wanna do is drag me down, all I wanna do is stamp you ou

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#6651

Posted 18 June 2012 - 09:43 PM

Hello, only a pic biggrin.gif

user posted image

Methical
  • Methical

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#6652

Posted 18 June 2012 - 10:21 PM

QUOTE (EDVINOSKE @ Monday, Jun 18 2012, 10:47)

And yes im pressing shift+enter but when enb is on i cant adjust it and when its off i can but when i adjust it and then turn it on it resets idk why confused.gif i will make vid for you so you will understand

I'm wondering if you have the latest version of ENB BumpMap?

Also, when you press Shift+Enter .. 1.0000 = 100 in the .ini xD

ItsAllAboutGTA
  • ItsAllAboutGTA

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#6653

Posted 18 June 2012 - 11:57 PM

Guys,sorry for off topic,just want to share a picture of my dog that past away this morning cryani.gif

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Methical
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#6654

Posted 19 June 2012 - 07:54 AM

Another pet fatality? Damn.. this topic is bad luck ! Maybe we spend too much time on GTA; and not enough with our pets

Sorry to hear the bad new bro sad.gif

KOHD
  • KOHD

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#6655

Posted 19 June 2012 - 07:56 AM

user posted image

Marty McFly
  • Marty McFly

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#6656

Posted 19 June 2012 - 08:22 AM

Oh my god, I feel sorry with you sad.gif

ken5375e
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#6657

Posted 19 June 2012 - 09:40 AM

@GameModder8 thanks. your new screens for the sunshine looks great smile.gif
@ItsAllAboutGTA I' m sorry to hear that

two screens
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Razurbow
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#6658

Posted 19 June 2012 - 09:57 AM

QUOTE (CreatorCreatureSpore @ Sunday, Jun 17 2012, 20:38)

user posted image user posted image user posted image user posted image


im in love <3

Methical
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#6659

Posted 19 June 2012 - 10:04 AM

@Marty
I get an odd effect with colormod (I don't think its related to your mod); with it turning itself off and on all the time randomly after 'bout 5 mins of playtime.

Do you also experience this, or anyone else?

Marty McFly
  • Marty McFly

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#6660

Posted 19 June 2012 - 10:25 AM

QUOTE (methodunderg @ Tuesday, Jun 19 2012, 10:04)
@Marty
I get an odd effect with colormod (I don't think its related to your mod); with it turning itself off and on all the time randomly after 'bout 5 mins of playtime.

Do you also experience this, or anyone else?

Having this, too, in my latest video there's also a short moment with disabled colormod. It occurs mainly when flying around with the camera, and only in specific angles....if it happens, everything goes dark, right?




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