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[GTAIV|REL|BETA] ENBSeries graphic modification


BorisVorontsov
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Blabeddy Blah

Nice settings lpf312, but if anybody thinks you don't photoshop your screens, they're VERY wrong. Best example of this is the fraps counter, it's blurred out. Now, normally that's not the case, you clearly put it through an image editor. Dpeasant, I did further testing and found that removing filecheckfix on Patch 5 solves the problem of grain, but leads to other problems in the game (such as weird colours at times). So whatever filecheckfix allows from the timecyc which wasn't allowed before, is where the problem lies smile.gif.

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I have edited Dpeasant3's enbseries.ini. Now, when I start ENB ingame, after 2 seconds it's automatically disabled again. Sometimes it takes longer, maybe 3 seconds. How can I solve this problem, except using the original .ini file?

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@ [FDC]NYZE.ONE

You can find them almost on every mod-page, do not be so lazy!

Except the Gallardo with black rims is a modified one, you will not find this "version".

 

Die kannst du überall finden, sei doch nicht so faul diggi... bischen rumsuchen schadet nicht!

Den Gallardo mit den schwarzen Felgen wirst du nicht finden, nur den mit den normalen Felgen.

Warum? Ganz einfach, nicht released/veröffentlich. smile.gif

 

PeaCe smile.gif

Edited by Mr.Gee
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Hello everyone! I just joined GTAForums. So,I'm AMG^63. Some of u probably know me turn.gif . Some screens cool.gif

 

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

 

P.S I'm using GUL1VER's setts tounge2.gif

Edited by AMG63
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NYZE.ONE' date='Oct 30 2010, 16:25'] @lpf312 where can i download your cars on your pictures?!

This is a work @ kalac

 

 

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Hello everyone! I just joined GTAForums. So,I'm AMG^63. Some of u probably know me turn.gif . Some screens cool.gif

 

 

P.S I'm using GUL1VER's setts tounge2.gif

Would be so kind as to post those settings here?

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Nice settings lpf312, but if anybody thinks you don't photoshop your screens, they're VERY wrong. Best example of this is the fraps counter, it's blurred out. Now, normally that's not the case, you clearly put it through an image editor.

The 'image editor' lpf312 is using is called ENB Series. You can adjust sharpness using effect.txt, I'll give you an example.

 

user posted image

user posted image

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Nice settings lpf312, but if anybody thinks you don't photoshop your screens, they're VERY wrong. Best example of this is the fraps counter, it's blurred out. Now, normally that's not the case, you clearly put it through an image editor.

The 'image editor' lpf312 is using is called ENB Series. You can adjust sharpness using effect.txt, I'll give you an example.

 

user posted image

user posted image

ENB series doesn't affect the blur on the fraps counter, that was my point. The only way he could modify how blurry the fraps counter is, would be to edit the image. Clearly, he blurred the image and thus that became blurred too. Next time read my post smile.gif

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Nice settings lpf312, but if anybody thinks you don't photoshop your screens, they're VERY wrong. Best example of this is the fraps counter, it's blurred out. Now, normally that's not the case, you clearly put it through an image editor.

The 'image editor' lpf312 is using is called ENB Series. You can adjust sharpness using effect.txt, I'll give you an example.

 

http://img530.imageshack.us/img530/7295/enb20101031113045.jpg

http://img177.imageshack.us/img177/7918/enb2010103111315.jpg

ENB series doesn't affect the blur on the fraps counter, that was my point. The only way he could modify how blurry the fraps counter is, would be to edit the image. Clearly, he blurred the image and thus that became blurred too. Next time read my post smile.gif

stop quoting hueg pictures.

 

lpf clearly resized the pictures. The original pictures weren't anti-aliased. Resizing isn't a crime. All the other can be achieved with ENB Series and more tweaks.

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ENB series doesn't affect the blur on the fraps counter, that was my point. The only way he could modify how blurry the fraps counter is, would be to edit the image. Clearly, he blurred the image and thus that became blurred too. Next time read my post smile.gif

I read your post. Accusing someone of photoshopping is pretty serious. I pointed out that the kind of blurry look can be achieved using ENB series, and now I'm gonna point out that you lose data and possibly sharpness when you resize your image.

 

user posted image

Fraps Looks about the same to me.

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I really want Deathless's settings but when I use Scrush's settings, it doesn't look like that...

Of course it wont look like that.

1. You should play at the exactly the same time and weather setting

2. You should have exactly the same cars installed

3. Resized screens always look different.

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I really want Deathless's settings but when I use Scrush's settings, it doesn't look like that...

Of course it wont look like that.

1. You should play at the exactly the same time and weather setting

2. You should have exactly the same cars installed

3. Resized screens always look different.

You should have the same graphics card. colgate.gif

 

@Dpeasant3

 

Even if he's gonna make all the things , that you list here , it won't look like my game , cause I overworked the settings.

 

Reflection , ColorPow & LightIntensity , Shadow , Bloom and some other things wink.gif

 

I don't know , if I allowed to share the overworked settings.

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Deathless - your settings rock.. and yes you can share as long as you credit any files you include if it was not your work.

 

A lot of times, I think people should also post their in game settings and advise graphic card used as well since those affect the final output as well.

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Lol. Celshading. Its glitchy, as sky is filled with some strange scanlines and i couldnt find the right variable, which controlls them.

user posted image

user posted image

user posted image

 

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@ depeasant, what i've to get my game like that plz??

Here, paste this into your effect.txt and replace the whole file

Its glitchy, as you can see, but probably because i use AA.

The code is NOT mine, ive downloaded it from other site, so credits go to the original creator.

 

 

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//ENBSeries: [email protected], boris-vorontsov.narod.ru//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++/*THIS IS HLSL (HIGH LEVEL SHADER LANGUAGE) FILE FOR EXECUTING ADDITIONALHARDWARE EFFECTS. MAKE THE COPY BEFORE CHANGING IT!*///keyboard controled variablesfloat	tempF1;float	tempF2;float	tempF3;float	tempF4;float	tempF5;float	tempF6;float	tempF7;float	tempF8;float	tempF9;float	tempF0;//global variables, already set before executing this codefloat	ScreenSize;	//width of the display resolution (1024 f.e.)float	ScreenScaleY;	//screen proportions (1.333 for 1024/768)float4	ScreenBrightness;//rgba(0..1) color of the screen with time dependent inertiafloat	ScreenBrightnessAdaptation;//(-10..10) for bloom it controls how much to dark in the night or when scene is dark (user defined constant factor)float	bloomPower;//(0..10) actually used for bloom, but may be useful here (user defined constant factor)float	useBloom;//(0 or 1) if bloom enabled by user//texturestexture2D texColor;texture2D texBloom;sampler2D SamplerColor = sampler_state{Texture   = <texColor>;MinFilter = LINEAR;MagFilter = LINEAR;MipFilter = LINEAR;//NONE;AddressU  = Clamp;AddressV  = Clamp;SRGBTexture=FALSE;};sampler2D SamplerBloom = sampler_state{Texture   = <texBloom>;MinFilter = LINEAR;MagFilter = LINEAR;MipFilter = LINEAR;//NONE;AddressU  = Clamp;AddressV  = Clamp;SRGBTexture=FALSE;};struct VS_OUTPUT_POST {float4 vpos  : POSITION;float2 txcoord : TEXCOORD0;};struct VS_INPUT_POST {float3 pos  : POSITION;float2 txcoord : TEXCOORD0;};//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++////++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++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;}float4 PS_PostProcess(VS_OUTPUT_POST In) : COLOR{  float4 color = tex2D(SamplerColor, In.txcoord);color.r = round(color.r*900.0)/900.0;color.g = round(color.g*900.0)/900.0;color.b = round(color.b*900.0)/900.0;const float threshold = 0.0545;const int NUM = 9;const float2 c[NUM] ={ float2(-0.0078125, 0.0078125),  float2(-0.0078125, 0.0078125), float2( 0.0078125, 0.0078125), float2(-0.0078125, 0.00 ), float2( 0.0,       0.0), float2( 0.0078125, 0.007 ), float2(-0.0078125,-0.0078125), float2( 0.0078125,-0.0078125), float2( 0.0078125,-0.0078125),};	int i;float3 col[NUM];for (i=0; i < NUM; i++){ col[i] = tex2D(SamplerColor, In.txcoord.xy + 0.027512*c[i]);}float3 rgb2lum = float3(0.30, 0.59, 0.11);float lum[NUM];for (i = 0; i < NUM; i++){ lum[i] = dot(col[i].xyz, rgb2lum);}float x = lum[2]+2*lum[8]+2*lum[5]-lum[0]-2*lum[3]-2*lum[6];float y = lum[6]+2*lum[7]+2*lum[8]-lum[0]-2*lum[1]-2*lum[2];float edge =(x*x + y*y < threshold)? 1.20:0.35;color.rgb *= edge;return color;}//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++////++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++technique PostProcess{   pass P0   {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 PS_PostProcess();ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}

 

 

 

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arent those scan lines couse This filter detects the 3D geometry edges to reproduce them as cartoon but the sky is litteraly an skydome, something the game doesnt identifies as 3D to dont waste recurses?

 

btw...

DPEASANT3: could you do me the big big favor of sharing me those sets used on those photos at the second post of this page from top to down?

THEY ARE OMG AWSOME! im getting mah new parts soon and wanna have those to see how good it comes, Please mate..appart from trying them on this system too

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Scanlines are because of the wrong resolution detection afaik, as the game uses SSAA, not normal MSAA. The same problems come with the effect.txt i used for normal settings, but i know which variables controls that there.

And, as you can see, those lines are everywhere, even on the ground, so this has nothing to do with the polygons edges, unfortunately.

And those settings are modified ones, which i have in my sig, but timecyc is messed up a bit, so theyre not usable for now. Ill update them soon.

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