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[III|VC|SA] Screenshots and Other Media


nWo51289
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AZIZ: Looks good but image size limit is 640x400.

CRASH_BAN: Amazing, those are my settings?

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AZIZ: Looks good but image size limit is 640x400.

CRASH_BAN: Amazing, those are my settings?

Yes, it's your settings and my textures for desert.

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GameModder8

Some screens with my new config. Hope you like them! smile.gif

 

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Edited by GameModder8
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@AZIZ

Wow.. Absolutely amazing.. I wish my fences looked like that inlove.gif

 

@CRASH_BAN

Nice screens bro xD

 

@Favia

Nice atmosphere on the first pic bro.

 

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CreatorCreatureSpore

@AZIZ - I loved the first pic inlove.gif

 

@CRASH_BAN - Nice biggrin.gif

 

@Favia - Very nice the first pic icon14.gif

 

--------------------------------------------------------

 

Now some from me lol.gif

 

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

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Marty McFly

Effect.txt with Filmiccurve, Technicolor and Skyrim tonemapping, for some reason sharpening is broken, but I'm not sure about that, could be the fxaa injector i'm currently using becasue no other effect.txt sharps, too, even the simple blur sharp shift effect.txt.

 

 

 

//+++++++++++++++++++++++++++++++++++++++++++++// ENBSeries effect file// visit http://enbdev.com for updates// Copyright 2007-2012 © Boris Vorontsov// settings by Marty McFly//+++++++++++++++++++++++++++++++++++++++++++++// Tonemapping, Sharpen, and Desaturation effects for SA - DKT70 - Feb 2011.// Filmiccurve,  Technicolor and Skyrim Tonemapping added - Marty McFly - June 2012.// HDR Settings.float Defog=0.04; // Strength of FogColor, higher = more.float4 FogColor={0.33, 0.3, 0.3, 0.02}; // Lens-style color filters for Blue, Red, Yellow, White.float Exposure=2.666; // Contrast settings, higher = brighter, but also more white.float Gamma=0.84; // Gamma settings for darker or lighter shadows and dark areas, higher = darker.float BlueShift=0.3; // Shifts entire color spectrum towards blue, good for images too yellow, but this is global.// Saturation Levels.float sat = 0; // Saturation levels, higher values = less saturation, 0 = off.// Sharpen effect settings. For some good settings try using double your resolution in sxres and syres, and keep sharp strength double the offset. float sharps = 0.00; // Sharpen Strength.float offsetv = 0.00; // Offset value, higher = more offset from center.float sxres = 0; // Horizontal Resolution setting.float syres = 0; // Vertical Resolution setting.float aspect = 0; // Aspect Ratio.//Filmiccurve by icelaglace ported to SA by Marty McFlyfloat   A = 0.30; // Shoulder Strength float   B = 0.15; // Linear Strengthfloat   C = 0.30; // Linear Anglefloat   D = 0.20; // Toe Strengthfloat   E = 0.02; // Toe Numeratorfloat   F = 2.50; // Toe Denominatorfloat   W = 10.0; // White Scalefloat	TechniPower = 5.0;	// technicolor effectfloat  TechniAmount = 0.4;	//float	EBrightnessCurveV4=0.7; //contrast and darkenfloat	EBrightnessMultiplierV4=0.45; //doesn't affect game appearance at all, only in real high valuesfloat	EBrightnessToneMappingCurveV4=0.2;  //makes brighter areas darker, limits the brightness level in a smooth way, better//--------------------------------------------------------------------------------------// Textures//--------------------------------------------------------------------------------------texture2D texColor;//--------------------------------------------------------------------------------------// Sampler Inputs//--------------------------------------------------------------------------------------sampler2D InputSampler = sampler_state{    Texture = (texColor);    MinFilter = Point;    MagFilter = Anisotropic;    MipFilter = Point;    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;};float pixelWidth;float pixelHeight;//--------------------------------------------------------------------------------------// Vertex Shader Input//--------------------------------------------------------------------------------------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;}//--------------------------------------------------------------------------------------// Pixel Shader//--------------------------------------------------------------------------------------float4 main(float2 uv : TEXCOORD) : COLOR{   float4 c = tex2D(InputSampler, uv);    c.rgb = max(0, c.rgb - Defog * FogColor.rgb);   c.rgb *= pow(2.0f, Exposure);   c.rgb = pow(c.rgb, Gamma);      float3 d = c.rgb * float3(1.05f, 0.97f, 1.27f);   c.rgb = lerp(c.rgb, d, BlueShift);   float4 curr = ((c*(A*c+C*B)+D*E)/(c*(A*c+B)+D*F))-E/F;   float4 whiteScale = ((W*(A*W+C*B)+D*E)/(W*(A*W+B)+D*F))-E/F;   c = curr*whiteScale;       float4 redfilter = float4 (0.8, 1.0, 0.8, 1.00);   	float4 greenfilter = float4(0.30, 1.0, 0.0, 1.0);   	float4 bluefilter = float4(0.25, 1.0, 1.0, 1.0);   	float4 redorangefilter = float4(1.05, 0.620, 0.0, 1.0);   	float4 cyanfilter = float4(0.0, 1.30, 1.0, 1.0);   	float4 magentafilter = float4(1.0, 0.0, 1.05, 1.05);   	float4 yellowfilter = float4(1.6, 1.6, 0.05, 1.0);   	float redNegativeAmount = 0.52;   	float greenNegativeAmount = 0.55;   	float blueNegativeAmount = 0.52;   float4 tcol = c;   	float4 filtgreen = tcol * greenfilter;   	float4 filtblue = tcol * magentafilter;   	float4 filtred = tcol * redorangefilter;   	float4 rednegative = (filtred.r + filtred.g + filtred.b)/(redNegativeAmount * TechniPower);   	float4 greennegative = (filtgreen.r + filtgreen.g + filtgreen.b)/(greenNegativeAmount* TechniPower);   	float4 bluenegative = (filtblue.r+ filtblue.g + filtblue.b)/(blueNegativeAmount* TechniPower);   	float4 redoutput = rednegative + cyanfilter;   	float4 greenoutput = greennegative + magentafilter;   	float4 blueoutput = bluenegative + yellowfilter;   	float4 result = redoutput * greenoutput * blueoutput;c = lerp(tcol, result, TechniAmount);       float Y = dot(c.rgb, float3(0.299, 0.587, 0.114)); float U = dot(c.rgb, float3(-0.14713, -0.28886, 0.436)); float V = dot(c.rgb, float3(0.615, -0.51499, -0.10001)); Y=pow(Y, EBrightnessCurveV4);Y=Y*EBrightnessMultiplierV4;c.rgb=V * float3(1.13983, -0.58060, 0.0) + U * float3(0.0, -0.39465, 2.03211) + Y;c.rgb=max(c.rgb, 0.0);c.rgb=c.rgb/(c.rgb+EBrightnessToneMappingCurveV4);   float2 InputSize = float2(sxres, syres/aspect);   float Amount = sharps;   float2 offset = offsetv / InputSize;   float4 color;   color = tex2D(InputSampler, uv);   color += tex2D(InputSampler, uv - offset) * Amount;   color -= tex2D(InputSampler, uv + offset) * Amount;float middlegray=(c.r+c.g+c.b)*0.333;float3 diffcolor=c.rgb-middlegray;c.rgb+=diffcolor*-sat;   return c * color; }//--------------------------------------------------------------------------------------// Compiler//--------------------------------------------------------------------------------------technique PostProcess{   pass P0   {#ifdef E_SHADER_3_0VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 main();#elseVertexShader = compile vs_2_0 VS_PostProcess();PixelShader  = compile ps_2_0 main();#endifZEnable=FALSE;CullMode=NONE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}

 

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Any tips how on how to configure bump mapping.?

Something like ivars looks freakin sick biggrin.gif

What should i change here:

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

Edited by EDVINOSKE
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(translate.google)

 

Help! I have a Project Oblivion mod, and when they look at the vegetation, then the game is lagging terribly. What is the best FPS = Performance vegetation mod?

 

My PC:

AMD Phenom II X4 3.3 GHz

Asus GTX550 1GB Ti

8GB RAM

 

I playing on 1920x1080

What makes you think that this is thread for such questions? This isn't 'best mods online' thread.

Nice to see that people are still friendly when it comes to asking questions /sarcasm. I hope you get the same response as soon as you ask someone for a dl link for a certain car someone uses in his screenshots or something similar.

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Marty McFly

 

(translate.google)

 

Help! I have a Project Oblivion mod, and when they look at the vegetation, then the game is lagging terribly. What is the best FPS = Performance vegetation mod?

 

My PC:

AMD Phenom II X4 3.3 GHz

Asus GTX550 1GB Ti

8GB RAM

 

I playing on 1920x1080

What makes you think that this is thread for such questions? This isn't 'best mods online' thread.

Nice to see that people are still friendly when it comes to asking questions /sarcasm. I hope you get the same response as soon as you ask someone for a dl link for a certain car someone uses in his screenshots or something similar.

He simply won't do that because it's also no "which car is that" thread. If he really wants a car he would pm the guy who took the pictures. This is a enb screenshot thread for screenshots and other things related to enb. If he had asked 'hey guys, theese are my bump settings, what could I do to make them look more flat?' , ivars would surely have helped him.

Edited by Marty McFly
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Any tips how on how to configure bump mapping.?

Something like ivars looks freakin sick biggrin.gif

 

Bump maps can be configured IG by pressing SHIFT+Enter, when values on left screen corner appear you can configure each one of them by holding 1,2,3,4...+Page Up or Page Down.

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Hi ivars, thank you for your help, but it doesnt work when enb is enabled i press page up/down + 1,2,3,4 etc and it does nothing and when enb is disabled and i press those keys values change, but when i enable enb again with changed values they reset confused.gif

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Marty McFly

 

Hi ivars, thank you for your help, but it doesnt work when enb is enabled i press page up/down + 1,2,3,4 etc and it does nothing and when enb is disabled and i press those keys values change, but when i enable enb again with changed values they reset confused.gif

You have to press SHIFT + ENTER to show up the parameters.

 

BTW: does anybody use this damn effect.txt? it was senseless to share it -.-

Edited by Marty McFly
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I've downloaded it; will be testing tomorrow for sure bro xD

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BTW: does anybody use this damn effect.txt? it was senseless to share it -.-

I don't really like it...But if it would have Bokeh dof sure I would use it.

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I`m using it now! looks amazing tounge.gif and yeah bokeh dof would look great (if it wouldnt lag biggrin.gif)

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

And yes im pressing shift+enter but when enb is on i cant adjust it and when its off i can but when i adjust it and then turn it on it resets idk why confused.gif i will make vid for you so you will understand

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Marty McFly
BTW: does anybody use this damn effect.txt? it was senseless to share it -.-

I don't really like it...But if it would have Bokeh dof sure I would use it.

Hmm the bokeh DoF in the skyrim one is no actual DoF, make it really strong and then you'll see that it onl shifts everything to the left upper corner, but the more, the greater the distance to the player is.

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Awesome screens!

Sorry for so much asking but i`m kinda new here but any tips for making enviroment look better?

Mine looks a bit red confused.gif

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BTW: does anybody use this damn effect.txt? it was senseless to share it -.-

I don't really like it...But if it would have Bokeh dof sure I would use it.

Hmm the bokeh DoF in the skyrim one is no actual DoF, make it really strong and then you'll see that it onl shifts everything to the left upper corner, but the more, the greater the distance to the player is.

sung9533 recently released new version, it allows to adjust much more values then is old one, blur can be adjusted smaller. For me bokeh DOF looks alot better than enb's dof.

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aStiffSausage

Few pics of the legendary 2F2F Skyline... Not sure if the bodykit is the same, but looks still cool. And, disabling grass actually makes my game nearly playable with Very High FX. biggrin.gif

(Yeah, laptop...)

 

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

 

And if someone wonders, Skyline by MadDriver, paintjob by SkylineGTRFreak. (From his Skyline, forgot to remove paintjobs after trying his Skyline and they seem to fit MadDriver's Skyline really well... mercie_blink.gif)

 

Question:

Is there any fix for the flickering motion blur? It kind works, but like once in a second it doesn't work, making the motion blur look kinda disturbing.

Edited by oksa8
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GameModder8

@KOHD - Great, I love these war based screens! icon14.gif

@ken5375e - Awesome screen, dude smile.gif

@oksa8 - Love the car and the paintjob inlove.gif

 

Few new screens. biggrin.gif

 

user posted image user posted image

user posted image user posted image

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And yes im pressing shift+enter but when enb is on i cant adjust it and when its off i can but when i adjust it and then turn it on it resets idk why confused.gif i will make vid for you so you will understand

I'm wondering if you have the latest version of ENB BumpMap?

 

Also, when you press Shift+Enter .. 1.0000 = 100 in the .ini xD

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ItsAllAboutGTA

Guys,sorry for off topic,just want to share a picture of my dog that past away this morning cryani.gif

 

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Another pet fatality? Damn.. this topic is bad luck ! Maybe we spend too much time on GTA; and not enough with our pets

 

Sorry to hear the bad new bro sad.gif

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