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[GTAIV|REL|BETA] ENBSeries graphic modification


BorisVorontsov
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I inform with pleasure that ENB Settings exchange is online! smile.gif Everyone can upload their settings and also everyone can download any settings (and effects). For now there are no files but I hope that there will be many of them soon smile.gif I Encourage to upload your settings and effects! smile.gif

 

http://gtabay.cba.pl/index_download_gta4_ENBsettings.htm

 

I hope this thing will help to bring order in settings here and everyone will easily download what they want. I think it's better than uploading to some different sites like megaupload or something smile.gif

Oh man, just great. icon14.gificon14.gificon14.gif

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Nice sett where can i D-load it ?

And can i play it whit all patches? smile.gif

 

THx! God work Keep on Rokkin!

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-video-

Nice sett where can i D-load it ?

And can i play it whit all patches? smile.gif

 

THx! God work Keep on Rokkin!

You can't download this, it's still WIP.

 

You must play it with patch 1.0.4.0.

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-video-

Nice sett where can i D-load it ?

And can i play it whit all patches? smile.gif

 

THx! God work Keep on Rokkin!

You can't download this, it's still WIP.

 

You must play it with patch 1.0.4.0.

Okay thx for the information

how long will it stay W.I.P ? tounge.gif

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-video-

Nice sett where can i D-load it ?

And can i play it whit all patches? smile.gif

 

THx! God work Keep on Rokkin!

You can't download this, it's still WIP.

 

You must play it with patch 1.0.4.0.

I don't know if it makes any changes between patches or game versions but I played v1.2 on EFLC 1.1.2.0 and it works great. If it does differ I didn't notice any changes in EFLC from the promo videos and pictures.

Edited by chasez
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PacketOverload_x64bit
can someone explain this issue i'm having.....I re-installed windows and now only the d3d9 file from the enb 0.081 works, d3d9.dll from every other enbseries doesnt work, why am i having this problem, i tried to install different direct x versions, wtf is going on. I dont wanna play with the 0.081 enb because its buggy. Help, anyone.

 

can someone explain this issue i'm having.....I re-installed windows and now only the d3d9 file from the enb 0.081 works, d3d9.dll from every other enbseries doesnt work, why am i having this problem, i tried to install different direct x versions, wtf is going on. I dont wanna play with the 0.081 enb because its buggy. Help, anyone.

Make sure the enbseries.ini has these values:

 

 

ForceNVidiaCard=falseForceNVidiaCaps=falseForceDisplaySize=falseForceAntialiasing=falseForceDisplayRefreshRate=falseForceAnisotropicFiltering=true

 

 

 

Make sure you have the latest XLive http://www.gta4-mods.com/tools/xliveless-097b-f2408

DotNetScripthook: http://www.gtaforums.com/index.php?showtopic=392325

 

Heres a download with scripthook asi loader and xliveless: just drop it in your GTA IV folder. http://www.megaupload.com/?d=SV2KBDKM

For the record, anyone with problems like clyde had (description contained in the quotation) this fixed it. I asked clyde to post a confirmation but instead I was drilled through 8 PM's so that he wouldn't have to look for Ice or DP's downloads in the last pages. sigh.gif

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Guys plz I want to know how to decrease brightness when standing in shadows

What do you mean with 'standing in shadows'?

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Threepwood
You must play it with patch 1.0.4.0.

And again misinformation..

 

it does NOT need Patch 4 at all, orks with Patch 7 as well without any loss.

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Guys plz I want to know how to decrease brightness when standing in shadows

What do you mean with 'standing in shadows'?

At day time when I stand in shadows (eg: building shadows , trees ...) the screen become too bright .

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Hi, I need help here.

At night, when I enter some areas with lot of light on building, ChinaTown for example I have a huge drop FPS, I guess maybe it's caused by timecyc but I don't know how to fix that confused.gif

 

Any suggestion ?

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Uhm...

 

Can someone give me the link of FXAA v3 for enbeffect.txt? Cannot find it anymore.

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Uhm...

 

Can someone give me the link of FXAA v3 for enbeffect.txt? Cannot find it anymore.

Here you go brother , I hope you help me with my problem tounge.gif

 

 

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//http://enbdev.com//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++/*THIS IS HLSL FILE FORMAT FOR EXECUTING ADDITIONALPOST PROCESSING 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 (1920 f.e.)float ScreenScaleY; //screen proportions (1.333 for 1920/1080)//texturestexture2D texColor;sampler2D SamplerColor = sampler_state{Texture   = <texColor>;MinFilter = LINEAR;MagFilter = LINEAR;MipFilter = NONE;//NONE;AddressU  = Clamp;AddressV  = Clamp;SRGBTexture=FALSE;MaxMipLevel=0;MipMapLodBias=0;};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;}/*============================================================================  FXAA3 QUALITY - PC NVIDIA FXAA III.8 by TIMOTHY LOTTES============================================================================*/  #define FXAA_LINEAR 0  #define FXAA_QUALITY__EDGE_THRESHOLD (1.0/16.0)  #define FXAA_QUALITY__EDGE_THRESHOLD_MIN (1.0/16.0)  #define FXAA_QUALITY__SUBPIX_CAP (3.0/4.0)  #define FXAA_QUALITY__SUBPIX_TRIM (1.0/4.0)  #define FXAA_QUALITY__SUBPIX_TRIM_SCALE  (1.0/(1.0 - FXAA_QUALITY__SUBPIX_TRIM))  #define FXAA_SEARCH_STEPS     8  #define FXAA_SEARCH_THRESHOLD (1.0/4.0)float4 FxaaPixelShader(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR{  #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))float2 pos = IN.txcoord.xy;float2 rcpFrame = float2(1/ScreenSize, ScreenScaleY/ScreenSize);float4 rcpFrameOpt = float4(2/ScreenSize, 2*ScreenScaleY/ScreenSize, 0.5/ScreenSize, 0.5*ScreenScaleY/ScreenSize);float lumaN = dot(FxaaTexOff(SamplerColor, pos.xy, float2(0, -1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 0), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float4 rgbyM;rgbyM.xyz = FxaaTexTop(SamplerColor, pos.xy).xyz;rgbyM.w = dot(rgbyM.xyz, float3(0.299, 0.587, 0.114));float lumaE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 0), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaS = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 0, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaM = rgbyM.w;float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));float range = rangeMax - rangeMin;if(range < max(FXAA_QUALITY__EDGE_THRESHOLD_MIN, rangeMax * FXAA_QUALITY__EDGE_THRESHOLD)) return rgbyM;float lumaNW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1,-1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaNE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1,-1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaSW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaSE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;float rangeL = abs(lumaL - lumaM);float blendL = saturate((rangeL / range) - FXAA_QUALITY__SUBPIX_TRIM) * FXAA_QUALITY__SUBPIX_TRIM_SCALE;blendL = min(FXAA_QUALITY__SUBPIX_CAP, blendL);float edgeVert = abs(lumaNW + (-2.0 * lumaN) + lumaNE) + 2.0 * abs(lumaW  + (-2.0 * lumaM) + lumaE ) + abs(lumaSW + (-2.0 * lumaS) + lumaSE);   float edgeHorz = abs(lumaNW + (-2.0 * lumaW) + lumaSW) + 2.0 * abs(lumaN  + (-2.0 * lumaM) + lumaS ) + abs(lumaNE + (-2.0 * lumaE) + lumaSE);   bool horzSpan = edgeHorz >= edgeVert;float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;if(!horzSpan) lumaN = lumaW;if(!horzSpan) lumaS = lumaE;float gradientN = abs(lumaN - lumaM);float gradientS = abs(lumaS - lumaM);lumaN = (lumaN + lumaM) * 0.5;lumaS = (lumaS + lumaM) * 0.5;bool pairN = gradientN >= gradientS;if(!pairN) lumaN = lumaS;if(!pairN) gradientN = gradientS;if(!pairN) lengthSign *= -1.0;float2 posN;posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);gradientN *= FXAA_SEARCH_THRESHOLD;float2 posP = posN;float2 offNP = horzSpan ?float2(rcpFrame.x, 0.0) :float2(0.0f, rcpFrame.y);float lumaEndN;float lumaEndP;bool doneN = false;bool doneP = false;posN += offNP * (-1.5);posP += offNP * ( 1.5);for(int i = 0; i < FXAA_SEARCH_STEPS; i++){lumaEndN = dot(FxaaTexTop(SamplerColor, posN.xy).xyz, float3(0.299, 0.587, 0.114));lumaEndP = dot(FxaaTexTop(SamplerColor, posP.xy).xyz, float3(0.299, 0.587, 0.114));bool doneN2 = abs(lumaEndN - lumaN) >= gradientN;bool doneP2 = abs(lumaEndP - lumaN) >= gradientN;if(doneN2 && !doneN) posN += offNP;if(doneP2 && !doneP) posP -= offNP;if(doneN2 && doneP2) break;doneN = doneN2;doneP = doneP2;if(!doneN) posN -= offNP * 2.0;if(!doneP) posP += offNP * 2.0;}float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;bool directionN = dstN < dstP;lumaEndN = directionN ? lumaEndN : lumaEndP;if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))lengthSign = 0.0;float spanLength = (dstP + dstN);dstN = directionN ? dstN : dstP;float subPixelOffset = 0.5 + (dstN * (-1.0/spanLength));subPixelOffset += blendL * (1.0/8.0);subPixelOffset *= lengthSign;float3 rgbF = FxaaTexTop(SamplerColor, float2(pos.x + (horzSpan ? 0.0 : subPixelOffset), pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;  #if (FXAA_LINEAR == 1)lumaL *= lumaL;  #endif  float lumaF = dot(rgbF, float3(0.299, 0.587, 0.114)) + (1.0/(65536.0*256.0));  float lumaB = lerp(lumaF, lumaL, blendL);  float scale = min(4.0, lumaB/lumaF);  rgbF *= scale;  return float4(rgbF, lumaM);}technique PostProcess{  pass P0  {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 FxaaPixelShader();FogEnable=FALSE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}technique PostProcess2{  pass P0  {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 FxaaPixelShader();FogEnable=FALSE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}technique PostProcess3{  pass P0  {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 FxaaPixelShader();FogEnable=FALSE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}technique PostProcess4{  pass P0  {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 FxaaPixelShader();FogEnable=FALSE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}

 

 

Its for effect.txt , not enbeffect.fx ...

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Uhm...

 

Can someone give me the link of FXAA v3 for enbeffect.txt? Cannot find it anymore.

Here you go brother , I hope you help me with my problem tounge.gif

 

-code-

 

Its for effect.txt , not enbeffect.fx ...

Oh, thank you. icon14.gif

 

At least I'm askin to some people about your issue. smile.gif

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BigSlongsDaddy

lols good luck getting help in this topic its all about my d*ck is bigger then yours here , well in some cases there is no d*ck at all biggrin.gif

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PacketOverload_x64bit

Ah good to see you back ko6a4ok! I seen alot of your screens from way back in the thread and they were awesome. Looking forward to seeing more from you! icon14.gif

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BigSlongsDaddy
user posted image

help you do anything else it's not double vision suicidal.gif

lols looks like the taxi has a bubble making machine under the hood happy.gif

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Hi! I don't want to read the whole topic just to answer of my question. So, I'll ask here.

 

Is there some kind of a release or something of ENB with optical flares? And if not, does the enbeffect.txt makes the optical flares? Or some other file? Please, reply. biggrin.gif

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Hi! I don't want to read the whole topic just to answer of my question. So, I'll ask here.

 

Is there some kind of a release or something of ENB with optical flares? And if not, does the enbeffect.txt makes the optical flares? Or some other file? Please, reply. biggrin.gif

Yes, enbeffect.fx can, but iCEnhancer v1.2 has been released, and I guess you can try it out smile.gif

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lettuce215

I need a bit of help please guys. These are the steps ive taken:

 

Fresh install of GTA 4

Applied Update 1.4

Installed RealizmIV 6.2

Installed Ultimate Textures v2.0

Installed Icenhancers ENB series

 

When i start a new game, the sky is a dark red at night without any texture, in the day time is a solid blue colour!! it was suggested to me to install the files from this link

http://www.megaupload.com/?d=SV2KBDKM

 

which included:

 

d3d9.dll

scritpHook.dll

ScriptHook.log

ScriptHookDotNet.asi

xlive.dll

 

once i have pasted these to my root gta folder, the sky textures are correct but it seems to have installed a different version of enb series as its listed as 0.79 in the top right corner of the screen on load up and not icenhancers 0.82 end series. If i take the d3d9d.dll file from icenhancers enb series and overwirite the on from the link above his enb series is installed again but the sky textures are all wrong once more......so it must be something to do with this d3d9.dll file right, any suggestions?

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maybe is the shader problem, for Icenhancers 1.2 i tried others shaders but look sh*t.

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