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[REL|SA] Master Effect 1.6 [ENBSeries shader]


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Marty McFly

me15releasehkuur.jpg

 

(header for 1.6 coming)

 

What is it?

 

MasterEffect (short ME) is a shader suite/library for the ENBSeries mod. There are many shader plugins out there, but ME is different. It combines almost every possible shader for GTA San Andreas, many of them exclusively only available in ME.

 

Highlights

 

  • Combined shaders allow the use of many different shaders together
  • Config file so no code knowledge is needed
  • Many exclusive shaders not available anywhere else
  • Every value explained and documented
  • Well-sorted shader order so no artifacts and conflicts, every shader works with every other one
  • 100% bugfree (yet)
  • Easy enabling/disabling of certain effects without need to change files
  • Optimized and fast

Download

 

Grab it here.

 

Current version is 1.6. There is 2.0 released for 0.248 but this version makes use of the new 0.248 shader system and is not useable on 0.076 or Generic. 1.6 is useable on 0.248 but it makes more sense to keep the different things ENB has to do in their respective files, for example bloom in enbbloom.fx.

 

Support

 

If you have problems or encounter bugs (which I can't imagine but I'm just a human) contact me here or on my facebook page. Please don't ask for installation, There is quite some ENB knowledge needed in order to make use of MasterEffect so ENB beginners, please start with something simple and not with ME in the first place.

 

Have fun!

Edited by TJGM
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Marty McFly
whoa, incredible man biggrin.gif

so, this is called, " Less plugin, less crashing " ?

 

you are made a big different in SA world Marty. Congratulation smile.gif

Yeah, well with these effects, you can get rid of colormod for example, use the collected effects of 10 ENB configs at one time etc.

Marty McFly

 

What other shader do you plan to implement in future?

I'm looking around atm, it's not that I think "...hmm I want godrays in it" and look out for a godray shader, it's more that I'm visiting pages and looking into shaders of other people if I find something useful. The SweetFX often has nice shaders, e.g. the custom builds of other users around the forum CeeJay.dk released his SweetFX.

 

For now, gp65cj04 DOF, color washout and matso lensflare are already added to the beta of my next version.

Marty McFly

@russiamax: I have set them to 40 and 50, with these values they don't brighten up the car anymore but add a slight blue at midday to the cars top. Btw if you want to send me a pm, write in Russian, its better when I put it into Google translator. And a good bloom is in work.

Edited by Marty McFly

 

oh..!!Really hope to be able to read!!    confused.gif

What?

Wat? mercie_blink.gif

 

(Same as you Marty notify.gif )

 

 

Well, very nice effect, can't say anything about it, and I wait that next version (s) because they will be better than this 1.0 (not saying that is bad) biggrin.gif

 

Some pics with it

 

user posted image user posted image user posted image

 

 

Alright I have some questions regarding SAMP with this Master Effect Configuration.

 

I noticed that I am unable to get any enb series past ENBSeries 0.075 to work. Is there something I am missing here? I know that I need ENBSeries 0.076 to get this to work but for some reason when I pop in the ENBSeries 0.076 dll's everything comes out blue in SAMP. Is there a work around to this... possibly? I'm not sure what I'm looking for right now but I could use some answers.

This version isn't compatible with SA:MP AFAIK; only the 0.075s version is. Therefore, this Master Effect isn't compatible with SAMP, as the latest version of ENB for SA is the only version to support multipass.

Marty McFly

 

Alright I have some questions regarding SAMP with this Master Effect Configuration.

 

I noticed that I am unable to get any enb series past ENBSeries 0.075 to work. Is there something I am missing here? I know that I need ENBSeries 0.076 to get this to work but for some reason when I pop in the ENBSeries 0.076 dll's everything comes out blue in SAMP. Is there a work around to this... possibly? I'm not sure what I'm looking for right now but I could use some answers.

Enbseries versions which feature bumpmapping are not compatible to the samp 0.3 generations. The new 0.076 is especially made for the singleplayer(because boris hates samp, he thinks all samp players are little wannabe gangsters; concerning my personal experience I can say he is 95 % right) because of that even with the option usereflectivebump=0 still some rendering functions of the bumpmapping are enabled which have no visual effect but cause the bug you stated in multiplayer. Afaik these rendering functions are enabled all the time because if they were disableable, enabling or disabling bump would require game restart.

 

Edit: method was faster tounge2.gif

Alright then what are some ways to get a few of these effects into SAMP. With the version of 0.75s. It's probably impossible if not unlikely but I want to see if I can improve the quality of my game as much as possible. Would love the assistance or recommendations.

Marty McFly

Only advanced shaders like fxaa and such need multipass, the problem with this effect.txt is, most effects need one pass but because it contains that much effects, many passes are needed.

Marty McFly
Correct me if I'm wrong, is it new level of graphical enhancement for San Andreas? Looks awesome.

Well it is still good old enbseries but maxed out as much as possible.

Marty McFly
I want to know how to add the statement effect.txd inside ?? blush.gif

 

sorry my English is not very good ... confused.gif

write again in russian, I understand that better than google translated russian. ok?

Marty McFly

There is already a shader which does that, works hue based so colors which are a bit more orangeish or violetish get grayscaled, works only on default bloodspots or such so if using another particle mod the effect is gone.

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