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Master Effect 1.0 [ENBSeries shader]

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Musi
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#121

Posted 19 November 2013 - 08:19 PM

Yes, it did.


alayanrole
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#122

Posted 20 November 2013 - 09:37 AM

Marty, could you tell me what kind of AA should i turn off? Does this mod have prob too with sweetfx aa?


Marty McFly
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#123

Posted 20 November 2013 - 02:19 PM

ME itself has no problem with AA, it's ENB itself which has some issues with it. Ingame AA is problematic for some reason. SweetFX AA is a postprocess AA, which means it is rendered over the final image, same like the effects in ME. This kind of AA can never cause any problems, because it doesn't interfere with the way of rendering the image before the AA is applied, it just gets the image, modifies it, and passes it to the graphics card.


alayanrole
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#124

Posted 23 November 2013 - 05:34 AM

so what should i turn off is only my NVIDIA Toolbar thing and the in-game one?


Marty McFly
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#125

Posted 23 November 2013 - 03:08 PM

IDK what you have enabled, so disable everything which affects your game and the ingame AA, this will do.


alayanrole
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#126

Posted 30 November 2013 - 06:50 AM

when i enable 1 effect only, the game works fine but, when i activate 2 effects why is it turning to whitened screen?


Marty McFly
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#127

Posted 30 November 2013 - 08:04 AM

Does it matter which two effects?

alayanrole
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#128

Posted 30 November 2013 - 10:06 AM

Dof (petka) and hd6 vignette or any effects


opezdl
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#129

Posted 16 January 2014 - 11:04 PM

wow, outstanding work!


Marty McFly
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#130

Posted 29 January 2014 - 05:07 PM

wow, outstanding work!

From you, this means much to me o.O

 

@Topic: ME 2 got released a while ago, forgot to update thread.


Lukas72
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#131

Posted 30 January 2014 - 09:39 PM

yo marty where download master effect 2, I don't see this in your facebook


Marty McFly
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#132

Posted 31 January 2014 - 08:08 PM

yo marty where download master effect 2, I don't see this in your facebook

 

http://www.mediafire...Shader Suite.7z

 

For 0.238 / 0.247 / 0.248 only.  If you want to use 0.076, use ME 1.4.


Gregx
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#133

Posted 31 January 2014 - 09:29 PM

marty how enable lensflares? can write me some instructions please?


FMHn
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#134

Posted 01 February 2014 - 02:32 AM

lensflare? what enb version do you use?

if you use Enb 0.238/0.247/0.248, you can see options of lensflare in enblens.fx, you can do experiment in that file since Mr.Marty Mcfly had many effect of lens inside that

but if you still use 0.076 or 0.138......

Mr.Marty can answer more.


Gregx
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#135

Posted 01 February 2014 - 03:05 AM Edited by Gregx, 01 February 2014 - 03:06 AM.

0.238 + all textures ME2 + this below and don't works nothing

 

IN ENBSERIES

 

EnableLens=true

 

IN ENBEFFECT

 

#define ENB_PALETTE_LENSDIRT            1    // Adds a BF3-Style Lens Dirt to the screen, enblensdirt.bmp must be in GTA root folder
 

 

IN ENBLOOM

 

#define AVG_BLOOM        1

 

 

IN ENBLENS

 

//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#define ANAMORPHICFLARE            1        // Enables anamorphic flare
#define FLARE_MASK            1        // Enables flare masking for intensity/color tint, enbanamorphic.bmp must be in SA folder
#define CHAPMAN_LENS            1        // Lensflare from Unity engine, used in SAGE by PetkaGtA
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

                /////////////////////////////////
                //////////////LENZ///////////////
                /////////////////////////////////

#define LENZ_SHARP            1        // Sharp lenz flare
#define LENZ_BLURRY            1        // Not so sharp lenz
#define LENZ_FUZZY            1        // Fuzzy lensflare for strong blurred lenz
#define LENZ_DIFFUSE            1        // Totally diffuse bloom, really strong blurred and hazy

#define BORISVORONTSOV_OFFSETS        1
#define ICELAGLACE_OFFSETS        1

#define LENZ_TRESHOLDING        1


FMHn
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#136

Posted 01 February 2014 - 09:36 AM Edited by FMHn, 01 February 2014 - 09:42 AM.

of course they didn't work

in enblenz.fx, you must choose one lenz in some options

 

like this:

 

IN ENBLENS

 

//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#define ANAMORPHICFLARE            0        // Enables anamorphic flare
#define FLARE_MASK            0        // Enables flare masking for intensity/color tint, enbanamorphic.bmp must be in SA folder
#define CHAPMAN_LENS            1        // Lensflare from Unity engine, used in SAGE by PetkaGtA
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

                /////////////////////////////////
                //////////////LENZ///////////////
                /////////////////////////////////

#define LENZ_SHARP            0        // Sharp lenz flare
#define LENZ_BLURRY              1          // Not so sharp lenz
#define LENZ_FUZZY            0        // Fuzzy lensflare for strong blurred lenz
#define LENZ_DIFFUSE            0        // Totally diffuse bloom, really strong blurred and hazy

#define BORISVORONTSOV_OFFSETS        0  
#define ICELAGLACE_OFFSETS              1

#define LENZ_TRESHOLDING        1

 

and see it's works or not

 

in enbbloom.fx, dont turn AVG bloom to one, dunno but.....hard to explain, then changed them to zero

 

and next......wait Mr.Marty Mcfly explain you one by one :)

(my english is realy bad)


Gregx
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#137

Posted 01 February 2014 - 10:19 AM

dafuq works........now let me kiss you :lol:


format c:
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#138

Posted 02 February 2014 - 05:07 PM

Look, I don't know nada about these settings and values and stuff. Can someone PLEASE, and if it's possible, share a setting with a nice dither effect? Those gradients on SA makes me puke.


Marty McFly
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#139

Posted 02 February 2014 - 07:32 PM Edited by Marty McFly, 02 February 2014 - 07:34 PM.

Gradient in SA is already fixed with ENB 0.238+ ENB's, they force HDR rendering so SA has 65536x more colors to draw gradients. Dithering is not possible for original image, I can dither only vignette gradients, nothing else. But as said before, not necessary anymore with the new HDR ENB configuration.


format c:
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#140

Posted 02 February 2014 - 08:08 PM Edited by format c:, 02 February 2014 - 08:11 PM.

Do you have any link for those files then?


Marty McFly
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#141

Posted 02 February 2014 - 08:37 PM

Boris Vorontsov's homepage since he is ENB author :) http://enbdev.com/mod_gtasa_v0248.htm If you only want HDR, extract only enbseries.ini, enblocal.ini and d3d9.dll to your GTA folder and disable all effects in enbseries.ini.


format c:
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#142

Posted 02 February 2014 - 09:49 PM Edited by format c:, 02 February 2014 - 10:01 PM.

First of all, thank you for the link. But I noted that this disable AA that I forced via Nvidia Control Panel. Any workaround for that?


Marty McFly
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#143

Posted 02 February 2014 - 10:13 PM

Forcing stuff with drivers is always bad with graphics mods. You can use ENB's AA, EnableEdgeAA. Either in enblocal or enbseries ini.

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#144

Posted 02 February 2014 - 10:35 PM

So I see... I have a choice between HDR vs AA. Unless there's any other HDR mod out there, I guess bad AA is worse than bad gradients.


Rizky Rizaldi
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#145

Posted 21 February 2014 - 08:08 AM

I found an Info about Normal maps (since my ENB combined with normal maps by Ryosuke keeps crashing) and you might like it.

http://stackoverflow...-multiplication


Marty McFly
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#146

Posted 21 February 2014 - 08:33 AM

With enb, it's impossible. This shader uses many functions enb can't, like viewport matrix, camera position etc .

Rizky Rizaldi
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#147

Posted 21 February 2014 - 01:30 PM

Maybe this one will make your tasks easier : http://www.benclowar...ecular_world.fx

 

Ready-to-compile Normalmap shader


MrMateczko
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#148

Posted 27 February 2014 - 08:49 PM

ME 2 is the latest version publicly available so far, am I right?


Marty McFly
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#149

Posted 28 February 2014 - 12:34 AM

@Rizky: it it was so easy, man^^ nope, this is the same sh*t which uses the same samplers and stuff ENB doesn't provide.

@MrMateczko: yep

_DK
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#150

Posted 28 February 2014 - 02:41 AM

I'm planning to develop CLEO shader API in future... I hope someone of you guys are interested in this.

  • uokka and Concavax like this




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