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[REL|Beta 0.075] ENBSeries (Graphic Change)


BorisVorontsov
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F*ck yesssss !

 

Been waiting for so long for this; I was actually going to write an AutoIT Script to manually do it for me.

 

Is there any documentation for each Temp Value does what?

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Holy sh*t gonna test the new version now, download link in my post tounge.gif

 

http://enbdev.com/enbseries_gtasa_v0075c3.zip

 

EDIT: What does each temp value control? Like what's the difference between temps 1-6. Also in the readme you say it might fix artifacting, I've tried it and it's still there but there's definitely less of it.

75c2's bumpmapping was affected by temp value controls also known as tempF1 to tempF6.

Now, We can control bumpmapping with these values.

 

100 means 1.0

250 means 2.5

 

this is the message of boris's

 

Hi

I've updated version to 0.075c3, have a look at my web page. TempF1-6 are scaled by 100, so in file 250 means 2.5.

Good luck!

Thanks smile.gif. But yeah I need to know what each temp value does. It seems Temp value 6 turns the player completely white when enabled by itself for example, it's fairly ambiguous. The main value I want to know is the one which controls the colour of the textures, because when you enable bump mapping the colour completely drowns out of every texture, I'll upload a picture comparison in a moment.

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F*ck yesssss !

 

Been waiting for so long for this; I was actually going to write an AutoIT Script to manually do it for me.

 

Is there any documentation for each Temp Value does what?

It's jz my opinion,

TempF1 : bumpmapping amount

TempF2 : reflection distance

TempF3 : glossiness of bumpmapping

TempF4 : Glossiness of Peds

TempF5 : dunno

TempF6 : how much to dark or to bright dark screen areas

TempF7 ~ TempF0 : dunno...

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Here's a comparison of no-bump mapping vs bump mapping with the exact same ENB settings. As you can see bump mapping really drowns out the colour of the game, does anyone know how to solve that?

 

user posted image user posted image

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F*ck yesssss !

 

Been waiting for so long for this; I was actually going to write an AutoIT Script to manually do it for me.

 

Is there any documentation for each Temp Value does what?

It's jz my opinion,

TempF1 : bumpmapping amount

TempF2 : reflection distance

TempF3 : glossiness of bumpmapping

TempF4 : Glossiness of Peds

TempF5 : dunno

TempF6 : how much to dark or to bright dark screen areas

TempF7 ~ TempF0 : dunno...

A Quote From This Vid Here :

(look in description)

 

 

There's additional settings to lower bloom (75c ignores the ini settings for bloom):

- Press Shift+Enter to open debug mode

- from numberkeys 1 to 8, hold down a numberkey and use pgup/pgdown to set the value:

TempF1: 1.00000 (dunno)

TempF2: 1.50000 (horizontal reflection distance)

TempF3: 1.20000 (dunno)

TempF4: 0.05000 (how bright the bumpmap will reflect)

TempF5: 0.78000 (dunno)

TempF6: 0.50000 (dunno)

TempF7: (not visible, but lower it untill you see the normal sky with low bloom, not too dark)

TempF8: (not visible, but set it a bit higher depending the area is too black or not)

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F*ck yesssss !

 

Been waiting for so long for this; I was actually going to write an AutoIT Script to manually do it for me.

 

Is there any documentation for each Temp Value does what?

It's jz my opinion,

TempF1 : bumpmapping amount

TempF2 : reflection distance

TempF3 : glossiness of bumpmapping

TempF4 : Glossiness of Peds

TempF5 : dunno

TempF6 : how much to dark or to bright dark screen areas

TempF7 ~ TempF0 : dunno...

A Quote From This Vid Here :

(look in description)

 

 

There's additional settings to lower bloom (75c ignores the ini settings for bloom):

- Press Shift+Enter to open debug mode

- from numberkeys 1 to 8, hold down a numberkey and use pgup/pgdown to set the value:

TempF1: 1.00000 (dunno)

TempF2: 1.50000 (horizontal reflection distance)

TempF3: 1.20000 (dunno)

TempF4: 0.05000 (how bright the bumpmap will reflect)

TempF5: 0.78000 (dunno)

TempF6: 0.50000 (dunno)

TempF7: (not visible, but lower it untill you see the normal sky with low bloom, not too dark)

TempF8: (not visible, but set it a bit higher depending the area is too black or not)

i saw it before, and I think mine is correct

hmm.. just your choice!

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user posted image

 

Whats with the weird articfact by the sign?

 

And does anyone have a mod for these signs in HD?

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user posted image

 

Whats with the weird articfact by the sign?

 

And does anyone have a mod for these signs in HD?

hmm? i installed SRT v1.7 only smile.gif

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Yes, I know they are SRT1.7.

 

I was asking in general.. to everybody xD

 

But whilst your still here, what where your TempF1 settings you used in your last set?

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Yes, I know they are SRT1.7.

 

I was asking in general.. to everybody xD

 

But whilst your still here, what where your TempF1 settings you used in your last set?

100 is too much reflection

TempF1=35

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NYZE.ONE,Monday, Sep 19 2011, 00:13] new ENB for GTASA?!

 

Yes, I know they are SRT1.7.

 

I was asking in general.. to everybody xD

 

But whilst your still here, what where your TempF1 settings you used in your last set?

100 is too much reflection

TempF1=35

 

Lol, I did mean all of the Temp values xD

 

 

NYZE.ONE,Sep 19 2011, 00:13]new ENB for GTASA?!

Yes, but not really. Just adds in method of saving Temp values (press Shift+Enter) in game.

 

EDIT:

 

Just tested it myself. I find that my shadows look better; and I get consistent higher FPS as well. Might just be that my computer wants to perform better now since its nice and clean, I don't know. Boris's website only displays a 'parameter to manipulate bump settings' as the only added feature.

Edited by methodunderg
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Will be good to add the multisampling (MSAA) like in ENB for GTA Vice City. With MSAA game looks good and alpha textures are pretty too confused.gif

 

I mean this:

user posted image

 

SA ENB:

 

[ENGINE]

ForceAnisotropicFiltering=1

MaxAnisotropy=16

ForceDisplayRefreshRate=1

DisplayRefreshRateHz=60

 

VC ENB:

 

[ENGINE]

ForceAnisotropicFiltering=1

MaxAnisotropy=16

ForceDisplayRefreshRate=1

DisplayRefreshRateHz=60

ForceMultisampling=1

MultisampleCount=4

Edited by RemixPLrc96
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Yesss.. +1 for this. But don't think it will happen lol..

 

I hate the way that the fences look in SA; that would probably fix it.

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Like photoshop?

 

The camber of the back wheel of his skyline is pretty insane.

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Like photoshop?

 

The camber of the back wheel of his skyline is pretty insane.

No, not like Photoshop !

A Z I Z's is a good boy tounge.gif, he is not using Photoshop like some other guys biggrin.gif

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Like photoshop?

 

The camber of the back wheel of his skyline is pretty insane.

No, not like Photoshop !

A Z I Z's is a good boy tounge.gif, he is not using Photoshop like some other guys biggrin.gif

wow.gif

you have that lighting mod anyway?

i want it badly devil.gif

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Like photoshop?

 

The camber of the back wheel of his skyline is pretty insane.

No, not like Photoshop !

A Z I Z's is a good boy tounge.gif, he is not using Photoshop like some other guys biggrin.gif

wow.gif

you have that lighting mod anyway?

i want it badly devil.gif

I don't have it anymore confused.gif

 

But he told me that he used a lighting mod in these screens

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Actualy he updated the bump version to 0.075c3 . Looks like now you can adjust and save bumpmap parametrs. Minor update, but it's better than nothing, plus it's very useful.

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