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[GTAIV|REL|BETA] ENBSeries graphic modification


BorisVorontsov
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rakker&loly

DKT these are your shaders and other enb series and see no green dots on the screen

I think it visualSettings.dat and timecyc.dat are because they make sure that my game crashes

 

look this

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BorisVorontsov

LargeStyle:

All versions of rage_postfx.fxc except it's original are ENSUPPORTED! Also other changed shaders. Shader crc32 should be the same as game, if something changed it's impossible to detect required shader(s). If someone want to change rage_postfx.fxc motion blur, open enbeffect.fx and do it, it's much easier than trying to edit compiled shader file (it's not editing at all btw). Just imagine yourself, how many combinations are possible when shaders are replaced by something else from subgame folders, and especially if "edited"! Another problem, how in the hell should i implement changes from other shader mods in my shaders? Decompile every and develop several enbeffect.fx for them? I'm not crazy to do such work and it's harder for users. BTW it's not a problem to set UseOriginalPostProcessing=true for running modified rage_postfx.fxc, but it seems you haven't read documentation.

 

 

All I would personally like is to have motion blur start almost immediately when driving a car (pulling away from being parked up) so that I can generally see the effect when driing around normally, and not having to drive at rather high speed to see any effects!

 

It's not shaders related at all, motion blur vector have a length only at some moving speed, i saw this when wrote enbeffect.fx

 

 

 

Rallzor:

 

My Problem. Stars are blue. how do i fix this

 

WTF??? There are no blue stars, only depth stars. F-k!!! I'm really bored... Go open texture of stars of the game and see what color the stars are in there. And closer to the point, read documentation instead of asking stupid things, i did stars loading code from user defined image, if you want them red squares or country flags, just read docs and do it.

 

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Boris - is possible to make that clouds loaded from external texture will move like default ENB clouds? For me they are actually completely static (I'm not talking about changing the intensity of them) and I'm still using clouds without texture for now..

I haven't tested new version with moon yet, maybe something is changed with them, but It's better to ask than not to ask... smile.gif

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SCARFACE1991

Hey guys, I got a problem with the new version of ENB. I took some screens to show what I mean. There is a little bit too much bloom when the headlights are on. And I noticed white color on the rims of the car. There is also too much light when the indicator of the car are blinking. I marked it on a screen on the taxi. Is there a way to remove this. I tried to turn off the bloom in the enbseries.ini but it didn`t help. I hadn`t this problem with the previous version of ENB.

 

Sorry for my terrible english^^

 

 

user posted image

 

user posted image

 

 

user posted image

 

 

user posted image

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rakker&loly
BorisVorontsov

SCARFACE1991

[CARHEADLIGHT] is for you

 

Darecki

in version 0.079 i did in shaders possibility to modify clouds as you wish, also by making them moving when player moves. It's time to wait for someone else editing of them or by me.

 

Masny

sorry, i have no money for better hoster.

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DKT hey this is your ENB but with a different visualSettings.dat and timecyc.dat

 

By doing that you are not using my settings, you are using someone else's settings, all the work is in my timecyc.dat file. The visualsettings.dat is irrelevant, you can use a stock file if you want, all mine does is increase rain particles, change taxis to a different yellow, and alter motion blur on y-axis. The shaders are STOCK shaders, not modified, only arranged to force a specific shader path.

These are my Graphic Settings

 

user posted image

 

Try those, just to test, not to use permanently, and using your resolution not mine.

 

To those not liking the blue stars (this is Rockstar's problem, not Boris) try this skydome

 

http://www.mediafire.com/?mjyzyjzhenm

 

I have removed as many of the blue stars as possible, and lowered the overall brightness, so if your settins still look too bright then you need to lower reflections in timecyc, or lower ENB ini settings.

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BorisVorontsov

DKT70:

enbstars.tga, enbstars.png or enbstars.bmp are easier for 0.079 SORA, would you be kind to make a version in this files also?

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Hey DKT70, just to point out, at that resolution, the aspect ratio should be 16:10 NOT 16:9 smile.gif

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Boris - is possible to make that clouds loaded from external texture will move like default ENB clouds? For me they are actually completely static (I'm not talking about changing the intensity of them) and I'm still using clouds without texture for now..

I haven't tested new version with moon yet, maybe something is changed with them, but It's better to ask than not to ask... smile.gif

My clouds also barely move... I made a time-lapse video of a sunset, and I noticed that some of the clouds moved very slowly, and some clouds didn't move at all. Not like some of the videos I've seen from others here. I tried taking a look at enbclouds.fx, but it all went way over my head. I guess I'll just wait for someone with some skill to look at it.

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Hey Boris, great job once again! icon14.gif

 

I also get the problem of Scarface. Actually all light sources, cars, buildings, street lights give that bloom or what you call it.

 

user posted image

user posted image

 

I'd like to ask a question. Is there a way to get the moon closer to the horizon? I know in reality moon can be anywhere including the top of the sky, but for practical reasons, so you could see the moon in "normal view" not looking way up, can it be positioned and moved lower?

 

 

Anyway, here are two more shots from outside of the city

user posted image

user posted image

Edited by -Bone-
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Guys, i can't find good method to evaluate moon phase lighting. For sure, users do not expect to wait in game few days for full moon, trainers will not work anyway, because there is no timer for this parameter. At this moment moon lighting is per night cycle, so at 2 am it's about full moon. Also i'm stuck with method of rotation it around something, don't want to hide it under the Earth. Right now it is positioned to shadow matrix of the sun. Damn decisions, i hate this!

i remembered GTA IV had a calendar. i don't know. months > weeks?

 

You people also have trouble with night and day? I have a very nice day, but at night the world is WAY too bright. It's like a night-blueish color, only 1000 times more intense. lights by cars and lampposts also are blinding.

 

Is it me, or does ENB work else on every PC?

Okay, I see what you are doing. I missed this post before. If you are going to use modded shaders, you MUST have ForceMinMax set to "false" in the .ini, otherwise you will get the blinding lights at night as you describe. I know you decided to take them out, but if you ever put them back in again, this is what you have to do to make them work.

 

(Yes, this is UNSUPPORTED, so we shouldn't expect Borris to help with any modded-shader related problems. I happen to like the way enb looks with modded shaders, however, so I'm willing to put up with them being unsupported in order to continue using them in my set.)

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Hey DKT70, just to point out, at that resolution, the aspect ratio should be 16:10 NOT 16:9

 

I know tounge2.gif I just like the slightly wider angle you get with 16:9, you get to see quite a bit more on my squitty little 19" LCD, it's just a personal thing. smile.gif

 

Nice moon, Bone, custom ?

 

 

DKT70:

enbstars.tga, enbstars.png or enbstars.bmp are easier for 0.079 SORA, would you be kind to make a version in this files also?

 

Sure. 512x512 ? or 256x256 ? And, can they be RGB layered ? I was thinking if it was possible to have one layer that can barely be seen, for the distant stars, and one layer more easily seen - for things like near planets, and possibly a middle layer with a very thin fog layer.

Give me some time and I'll see what I can do. smile.gif

 

 

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rakker&loly

hey DKT

 

 

can you check your timecyc.dat a little bit to adjust for when I use it in my game do I get those green dots again

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Hey DKT70, just to point out, at that resolution, the aspect ratio should be 16:10 NOT 16:9

 

I know tounge2.gif I just like the slightly wider angle you get with 16:9, you get to see quite a bit more on my squitty little 19" LCD, it's just a personal thing. smile.gif

I also use 16:9 on my 16:10 monitor for the wider view, but wouldn't it be better for you to use a 16:9 resolution with black bars on the top & bottom, instead of distorting the image in a 16:10 resolution? Personal preference of course, but to me that just seems way more preferable for image quality.

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Can someone tell me how i can disable the fps display ? please

wich fps display?

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I also use 16:9 on my 16:10 monitor for the wider view, but wouldn't it be better for you to use a 16:9 resolution with black bars on the top & bottom, instead of distorting the image in a 16:10 resolution? Personal preference of course, but to me that just seems way more preferable for image quality.

 

I hate widescreen bars, again it's a personal preference that also extends into video - although I have a sort of artsy love for 2:35.1, I will go the extra length to stretch a 16:9 video to 16:10 using a custom Avisynth script.

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yeah did you know assassin's creed 2 doesn't support 16:10 if you use 1680x1050 resolution you get black bars!

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Can someone tell me how i can disable the fps display ? please

wich fps display?

It was on the top right of my screen but I think I fixed it myself with a reboot.

 

Thanks anyway

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GladjakkerNL

 

user posted image

 

user posted image

 

 

Those screens look so realistic !

 

i will test the new ENB soon, I have to rest because I just returned from the hospital..

 

maybe tomorrow i will post some screens.

 

the moon looks awesome colgate.gif

 

 

 

 

@ stan18:

maybe u got FRAPS on your pc, and when it start automatically.. you will see the FPS in a corner of your screen when u play a game, so check if fraps turned on, and turn it off..

Edited by GladjakkerNL
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SGF:

 

 

I think that in real life the stars change of colors:

 

Blue red and stuff like that XD

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BorisVorontsov

DKT70:

 

Sure. 512x512 ? or 256x256 ? And, can they be RGB layered ? I was thinking if it was possible to have one layer that can barely be seen, for the distant stars, and one layer more easily seen - for things like near planets, and possibly a middle layer with a very thin fog layer.

Give me some time and I'll see what I can do.

 

the size is limited only to hardware, but better it to limit 2048*2048, i guess. The input image of stars is the same as you put in .wtd file (or what was that), it's rgb. But unfortunately, the stars are tiled image, so do not expect anything, i'm just replacing texture if external was found, nothing more.

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