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

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fastman92
  • fastman92

    фастман92 | ف

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#16831

Posted 09 May 2013 - 05:27 PM

QUOTE (NikoST @ Thursday, May 9 2013, 18:19)
Could anyone make IV like timecyc and ENB for SA map but playable, nothing too fancy ?

It's no longer difficult to make a timecyc.dat as it was in the past.
You may try doing it yourself with In-game Timecyc Editor, you can do it, only you need good amount of time.
There are 23 weathers, 8 cycles per each. Several different settings per cycle.
Good luck icon14.gif

Ivars
  • Ivars

    HiiiPoWeR

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#16832

Posted 09 May 2013 - 05:28 PM

QUOTE (fastman92 @ Thursday, May 9 2013, 19:27)
QUOTE (NikoST @ Thursday, May 9 2013, 18:19)
Could anyone make IV like timecyc and ENB for SA map but playable, nothing too fancy ?

It's no longer difficult to make a timecyc.dat as it was in the past.
You may try doing it yourself with In-game Timecyc Editor, you can do it, only you need good amount of time.
There are 23 weathers, 8 cycles per each. Several different settings per cycle.

Any progress with In-game ENB editor? blush.gif

fastman92
  • fastman92

    фастман92 | ف

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#16833

Posted 09 May 2013 - 05:30 PM Edited by fastman92, 09 May 2013 - 05:35 PM.

I have started making In-game Timecyc & Enbseries 2.0, but i run into problem where i could only refresh only the most basic such as Enbseries on/off, reflection on/off etc.
I first need to figure out the best way to reload all of settings. Currently i'm working on another project: SCM (de)compiler. It takes a lot of time.
First of all it's impossible to ask Boris Vorontsov, i must analyze Enbseries all myself.
Today i released my 2 projects.

Marty McFly
  • Marty McFly

    A Elbereth Gilthoniel

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#16834

Posted 09 May 2013 - 06:18 PM

QUOTE (MRZ @ Thursday, May 9 2013, 09:51)
Well as i knew one of the most important things in SA DX 1.3 , The Brightened DoF , every thing is now Fine , i only need to know what Palette Did Makarus used and My enb would be Complete smile.gif

What about creating your own style? Or aren't you capable to do that?

MRZ
  • MRZ

    It's M.R.Z , Not mrz.

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#16835

Posted 09 May 2013 - 06:37 PM

The problem is that This DoF requires A Certain style, and it seems like Maks's Style .
So , may be i'm not capable to do it confused.gif
Also Credits goes for You ........ I wouldn't achieve it without you smile.gif
Did you know how to apply SSAO on Peds yet?
user posted image user posted image user posted image

don.georgee
  • don.georgee

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#16836

Posted 09 May 2013 - 07:49 PM Edited by don.georgee, 09 May 2013 - 08:13 PM.

user posted image

user posted image

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Vlad94
  • Vlad94

    E30 Owner & Fan

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#16837

Posted 09 May 2013 - 09:22 PM

user posted imageuser posted imageuser posted imageuser posted image

daniiel14
  • daniiel14

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#16838

Posted 10 May 2013 - 02:11 AM

Vlad94; icon14.gif
MRZ ; Very Nice
Beenja; Awesome :F
forfun10gta; good!

Some More Screens
PL
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SA
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Fatal1
  • Fatal1

    Hola!

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#16839

Posted 10 May 2013 - 06:48 AM

daniiel14 : Nice! it almost like SA_DirectX 1.3 test 2 inlove.gif
MRZ : Maybe update the enb version to 0.0076 smile.gif
-----------------------------------------------------------------------------------------------------------------------------------------------------------------
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don.georgee
  • don.georgee

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#16840

Posted 10 May 2013 - 06:50 AM

@daniiel14 Peds,vehicles in city where are they ? or its a beta map ?

Methical
  • Methical

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#16841

Posted 10 May 2013 - 06:58 AM

He did say that it was "PL" .. Project Liberty tounge.gif

don.georgee
  • don.georgee

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#16842

Posted 10 May 2013 - 07:57 AM

ouuu..thanks biggrin.gif

user posted image

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S Y E D
  • S Y E D

    Dim Mak!

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#16843

Posted 10 May 2013 - 09:18 AM Edited by Jengsebong007, 10 May 2013 - 10:39 AM.

don.georgee , just change EnableBloom=1 to EnableBloom=0
MRZ , nice skin combination with enb there. smile.gif
GhReCoN , clean sky icon14.gif
Beenja , yeah, I prefer them to upload their screens on imagebam.com. Ok. I'll do it later. I'll adjust the brightness in the shader.
forfun10gta , SUPERMAN! Glad to see you in this awesome thread.
ivars, fastman92 , yeah, in-game ENB configurator would be great tools ever!
Vlad94 , clean and clear ENB. icon14.gif
daniiel14 , nice pic but I think your screens take a few minutes to load on my browser sad.gif (maybe its caused by big resolution screens, i think)
Fatal1 , i think you should lower the bloom power. Anyway, nice pics!

-----------------------------------------

Trying to use motion blur smile.gif
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Fatal1
  • Fatal1

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#16844

Posted 10 May 2013 - 10:10 AM

QUOTE (Jengsebong007 @ Friday, May 10 2013, 09:18)
Fatal1 , i think you should lower the bloom power. Anyway, nice pics!

Okay. Btw, i think you should lower your monitor contrast :herp

R I D L E Y
  • R I D L E Y

    Snitch

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#16845

Posted 10 May 2013 - 10:16 AM

@Jengsebong007
nice! love the reflection icon14.gif lol.gif
user posted image

don.georgee
  • don.georgee

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#16846

Posted 10 May 2013 - 12:09 PM

user posted image

MayorMods
  • MayorMods

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#16847

Posted 10 May 2013 - 01:50 PM

All very well inlove.gif , I like The script to Bokeh DoF.

lens flare made in PS . confused.gif

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Nathan Ferdinand
  • Nathan Ferdinand

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#16848

Posted 10 May 2013 - 02:13 PM

WORK IN PROGRESS : SOLID ENB V6.1 SPECIAL EDITION

Comes in 2 version : with or without Master Effect :

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without ME

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with ME

Some screens with ME :
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Rate & Comment!
P.S : Marty McFly, can I have your permission to use your timecyc for my ENB ?

RTC LTK
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#16849

Posted 10 May 2013 - 03:25 PM

all nice
Nathan Ferdinand
MayorMods
Cool
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Sidoarjo_Modder
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#16850

Posted 10 May 2013 - 04:00 PM

@MayorMods: smooth + sharpen edges almost perfect! share the setting pls inlove.gif
@RTC LTK: nice. glad see you back icon14.gif

two screeniez

user posted image user posted image

don.georgee
  • don.georgee

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#16851

Posted 10 May 2013 - 04:46 PM

user posted image

aStiffSausage
  • aStiffSausage

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#16852

Posted 10 May 2013 - 04:47 PM

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MDNA
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#16853

Posted 10 May 2013 - 04:49 PM

QUOTE (Sidoarjo_Modder @ Friday, May 10 2013, 16:00)
@MayorMods: smooth + sharpen edges almost perfect! share the setting pls inlove.gif
@RTC LTK: nice. glad see you back icon14.gif

two screeniez

user posted image user posted image

What mod are you using for the lantern lights? It looks awesome!

MDNA
  • MDNA

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#16854

Posted 10 May 2013 - 05:15 PM Edited by MDNA, 10 May 2013 - 06:24 PM.

user posted image
Could somebody help me with my bloom? I want it a little brighter, so that it actually shows.
Right now the settings are:
[BLOOM]
BloomPowerDay=13
BloomFadeTime=1000
BloomConstantDay=3
BloomQuality=1
BloomScreenLevelDay=60
BloomCurveDay=8
BloomPowerNight=13
BloomConstantNight=3
BloomCurveNight=3
BloomScreenLevelNight=35
BloomAdaptationScreenLevel=80
BloomAdaptationMultiplier=80
BloomAllowOversaturation=0
BloomMaxLimit=100

But it doesn't really make that big of a difference..

S Y E D
  • S Y E D

    Dim Mak!

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#16855

Posted 10 May 2013 - 06:05 PM

Buddy MDNA , dont do double post. If you want to edit your 'first' post I mean previous post , just click this user posted image button on the top right corner of the post. Then you can modify your post.

Can you please resize your picture lower than 640x480. Thanks smile.gif

You can try using this bloom sett's:
CODE
[BLOOM]
BloomPowerDay=20
BloomFadeTime=1000
BloomConstantDay=1
BloomQuality=0
BloomScreenLevelDay=10
BloomCurveDay=10
BloomPowerNight=30
BloomConstantNight=1
BloomCurveNight=10
BloomScreenLevelNight=10
BloomAdaptationScreenLevel=0
BloomAdaptationMultiplier=70
BloomAllowOversaturation=0
BloomMaxLimit=95


and dont forget to enable the bloom EnableBloom=1

Good luck! icon14.gif

MDNA
  • MDNA

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#16856

Posted 10 May 2013 - 06:27 PM

QUOTE (Jengsebong007 @ Friday, May 10 2013, 18:05)
You can try using this bloom sett's:
CODE
[BLOOM]
BloomPowerDay=20
BloomFadeTime=1000
BloomConstantDay=1
BloomQuality=0
BloomScreenLevelDay=10
BloomCurveDay=10
BloomPowerNight=30
BloomConstantNight=1
BloomCurveNight=10
BloomScreenLevelNight=10
BloomAdaptationScreenLevel=0
BloomAdaptationMultiplier=70
BloomAllowOversaturation=0
BloomMaxLimit=95


and dont forget to enable the bloom EnableBloom=1

Good luck! icon14.gif

Thanks! It works great! smile.gif

on_DIM_on
  • on_DIM_on

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#16857

Posted 10 May 2013 - 06:52 PM

user posted imageuser posted image

aStiffSausage
  • aStiffSausage

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#16858

Posted 10 May 2013 - 08:11 PM

I hope you will remember these when going to sleep:
user posted image user posted image

Rest of the screens:
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MayorMods
  • MayorMods

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#16859

Posted 10 May 2013 - 08:50 PM

QUOTE (Sidoarjo_Modder @ Friday, May 10 2013, 16:00)
@MayorMods: smooth + sharpen edges almost perfect! share the setting pls inlove.gif
@RTC LTK: nice. glad see you back  icon14.gif

two screeniez

user posted image user posted image

bery good - Bokeh DoF

CODE
#define DoF
//#define LensFlares
//#define FakeGodRays //need to ajust, can not working

#define DoF_Vignetting
//#define DoF_Manual
#define DoF_Auto
//#define DoF_PentagonShape



//Bokeh

float penta(float2 coords) //pentagonal shape
{
float scale = float(rings) - 1.5;
float4  HS0 = float4( -20.0, -15.0, -15.0, -20.0);
float4  HS1 = float4( -20.0, -15.0, -15.0, -20.0);
float4  HS2 = float4( -20.0, -15.0, -15.0, -20.0);
float4  HS3 = float4( -20.0, -15.0, -15.0, -20.0);
float4  HS4 = float4( -20.0, -15.0, -15.0, -20.0);
float4  HS5 = float4( -20.0, -15.0, -15.0, -20.0);

float4  one = float4(8.0, 8.0, 8.0, 8.0);

float4 P = float4(coords,float2(scale, scale));

float4 dist = float4(4.0, 4.0, 4.0, 4.0);
float inorout = 0.0;

dist.x = dot( P, HS0 );
dist.y = dot( P, HS1 );
dist.z = dot( P, HS2 );
dist.w = dot( P, HS3 );

dist = smoothstep( -feather, feather, dist );

inorout += dot( dist, one );

dist.x = dot( P, HS4 );
dist.y = HS5.w - abs( P.z );

dist = smoothstep( -feather, feather, dist );
inorout += dist.x;

return saturate( inorout );
}

float linearize(float depth)
{
return -zfar * znear / (depth * (zfar - znear) - zfar);
}

float2 rand(float2 coord) //generating noise/pattern texture for dithering
{
float noiseX = ((frac(3.0-coord.x*(screenRes.x/0.2))*3.25)+(frac(coord.y*(screenRes.y/0.2))*3.75))*0.1-0.2;
float noiseY = ((frac(3.0-coord.x*(screenRes.x/0.2))*3.75)+(frac(coord.y*(screenRes.y/0.2))*3.25))*0.1-0.2;

return float2(noiseX,noiseY);
}

float4 colorDof(float2 coords,float blur) //processing the sample
{
float4 colDF = float4(1,1,1,1);

colDF.x = tex2D(InputSampler,coords + float2(0.0,1.0)*texel*fringe*blur).x;
colDF.y = tex2D(InputSampler,coords + float2(-0.866,-0.5)*texel*fringe*blur).y;
colDF.z = tex2D(InputSampler,coords + float2(0.866,-0.5)*texel*fringe*blur).z;

float3 lumcoeff = float3(0.299,0.587,0.114);
float lum = dot(colDF.xyz,lumcoeff);
float thresh = max((lum-threshold)*gain, 0.0);
float3 nullcol = float3(0,0,0);
colDF.xyz +=lerp(nullcol,colDF.xyz,thresh*blur);
return colDF;
}

float4 PS_ProcessDoFBokeh(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float depth = linearize(tex2D(SamplerDepth,IN.txcoord.xy).x);

float fDepth = focalDepth;

#ifdef DoF_Auto
 fDepth = linearize(tex2D(SamplerDepth,focus).x);
#endif

float blur = 2.0;
#ifdef DoF_Manual
 float a = depth-fDepth; //focal plane
 float b = (a-fdofstart)/fdofdist; //far DoF
 float c = (-a-ndofstart)/ndofdist; //near Dof
 blur = (a>0.0)?b:c;
#else
 float f = focalLength; //focal length in mm
 float d = fDepth*1000.0; //focal plane in mm
 float o = depth*1000.0; //depth in mm
 
 float a = (o*f)/(o-f);
 float b = (d*f)/(d-f);
 float c = (d-f)/(d*fstop*CoC);
 
 blur = abs(a-b)*c;
#endif
blur = saturate(blur);
float2 noise = rand(IN.txcoord.xy)*namount*blur;

float w = (1.0/screenRes.x)*blur*maxblur+noise.x;
float h = (1.0/screenRes.y)*blur*maxblur+noise.y;

float4 col = float4(0,0,0,1);

if(blur < 0.05) //some optimization thingy
{
 col = tex2D(InputSampler, IN.txcoord.xy);
}
else
{
col = tex2D(InputSampler, IN.txcoord.xy);
float s = 1.0;
int ringsamples;
for (int i = 1; i <= rings; i += 1)
{
 ringsamples = i * samples;
 for (int j = 0; j < ringsamples; j += 1)
 {
  float step = PI*2.0 / ringsamples;
  float pw = cos(j*step)*i;
  float ph = sin(j*step)*i;
  float p = 1.0;
  #ifdef DoF_PentagonShape
   p = penta(float2(pw,ph));
  #endif
  col.xyz += colorDof(IN.txcoord.xy + float2(pw*w,ph*h),blur).xyz;  
  s += 1.0*lerp(1.0,i/rings,bias)*p;
 }
}
col = col/s; //divide by sample count
}

#ifdef DoF_Vignetting
 col *= vignette(IN.txcoord.xy,vignint);
#endif

return col;
}


//--------------------------------------------------------------------------------------
// Compiler 1
//--------------------------------------------------------------------------------------

technique PostProcess
{
#ifdef DoF
pass P0
{
 VertexShader = compile vs_3_0 VS_PostProcess();
 PixelShader  = compile ps_3_0 PS_ProcessDoFBokeh();
}
#endif
#ifdef LensFlares
pass P1
{
 VertexShader = compile vs_3_0 VS_PostProcess();
 PixelShader  = compile ps_3_0 PS_ProcessLensFlares();
 AlphaBlendEnable=True;
 SrcBlend = One;
 DestBlend = One;
}
#endif
#ifdef FakeGodRays
pass P2
{
 VertexShader = compile vs_3_0 VS_PostProcess();
 PixelShader  = compile ps_3_0 PS_ProcessSunShafts();
 AlphaBlendEnable=True;
 SrcBlend = One;
 DestBlend = One;
}
#endif
}




by Boris vorontsov Edited by MM

TheD94
  • TheD94

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#16860

Posted 10 May 2013 - 11:16 PM

QUOTE (oksa8 @ Friday, May 10 2013, 21:11)
I hope you will remember these when going to sleep:
-funny screens-

Lol, especially that first one. Wtf.
You should have added a oversaturated hell red only sky in 2nd picture - would look scarier. wink.gif




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