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


Marty McFly
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I hope the new noise brings with it the texture variant.. a few good noise textures released that look amazing in-game.

A few of my pictures here using the noise from SweetFX; a bit over-powered though, but a test to see the feature working : http://www.gtaforums.com/index.php?showtop...st&p=1062721967

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Yeah, I already planned to implement swfx grain, also I will add matso's grain math, his one is time dependt, idk about swfx one but old effect.txt noise shader was static, it didn't change with time, matsos one is a bit like old tv snow. which swfx verion did you use?

Edited by Marty McFly
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[PROXY]

EnableProxyLibrary=1

InitProxyFunctions=1

ProxyLibrary=sweetfx_d3d9.dll

 

[GLOBAL]

UseEffect=0

AlternativeDepth=0

AllowAntialias=1

BugFixMode=1

SkipShaderOptimization=0

QuadVertexBuffer=0

EnableShaders_3_0=1

AdditionalConfigFile=enbseries2.ini

UseMRTRendering=0

TempF1=100

TempF2=100

TempF3=100

TempF4=100

TempF5=100

TempF6=100

TempF7=100

TempF8=100

TempF9=100

TempF0=100

 

[EFFECT]

EnableBloom=1

EnableOcclusion=1

EnableReflection=1

EnableMotionBlur=1

EnableWater=1

EnableShadow=1

DepthBias=100

EnableDepthOfField=1

EnableReflectiveBump=1

 

[iNPUT]

KeyUseEffect=123

KeyBloom=120

KeyOcclusion=121

KeyReflection=122

KeyCombination=16

KeyScreenshot=44

KeyShadow=119

KeyWater=118

KeyShowFPS=106

 

[REFLECTION]

ReflectionPower=85

ChromePower=30

UseCurrentFrameReflection=0

ReflectionQuality=0

ReflectionSourceSpecular=100

ReflectionSourceTFactor=90

UseAdditiveReflection=0

ReflectionDepthBias=100

UseLowResReflection=0

ReflectionSinglePass=1

UseEnvBump=1

EnvBumpAmount=200

EnvBumpOffset=210

ReflectionFlip=1

IBLAmount=70

IBLPower=65

 

[bLOOM]

BloomPowerDay=15

BloomFadeTime=2000

BloomConstantDay=12

BloomQuality=0

BloomScreenLevelDay=60

BloomCurveDay=2

BloomPowerNight=20

BloomConstantNight=17

BloomCurveNight=-4

BloomScreenLevelNight=60

BloomAdaptationScreenLevel=100

BloomAdaptationMultiplier=30

BloomAllowOversaturation=0

BloomMaxLimit=65

 

[sSAO]

UseFilter=1

OcclusionQuality=0

FilterQuality=0

DarkeningLevel=2

BrighteningLevel=75

IlluminationLevel=20

AdditiveIlluminationLevel=10

UseAmbientOcclusion=1

UseIndirectLighting=1

FadeDistance=100

UseForAlphaTest=1

UseForAlphaBlend=1

 

[colorCORRECTION]

DarkeningAmountDay=7

ScreenLevelDay=80

ScreenLevelNight=60

DarkeningAmountNight=-30

GammaCurveDay=3

GammaCurveNight=-2

ColorSaturationDay=7

ColorSaturationNight=-1

UsePaletteTexture=1

 

[PLUGIN]

WeatherMod=1

 

[WATER]

UseWaterDeep=1

WaterDeepness=10

WaterQuality=0

 

[sHADOW]

ShadowFadeStart=90

ShadowFadeEnd=150

ShadowAmountDay=70

ShadowAmountNight=35

ShadowScreenLevelDay=80

ShadowScreenLevelNight=15

ShadowQuality=0

UseShadowFilter=1

FilterQuality=1

ShadowBlurRange=60

 

[ENGINE]

ForceAnisotropicFiltering=1

MaxAnisotropy=16

ForceDisplayRefreshRate=0

DisplayRefreshRateHz=60

 

[MOTIONBLUR]

MotionBlurQuality=1

MotionBlurVelocity=30

MotionBlurRotation=35

 

[PERPIXELLIGHTING]

SpecularColorMin=40

SpecularColorMax=100

SpecularColorMultiplier=100

SpecularGlossinessMin=30

SpecularGlossinessMax=85

SpecularGlossinessMultiplier=100

 

[DEPTHOFFIELD]

DOFQuality=0

DOFNumberOfPasses=5

DOFFocusRange=250

DOFBlurinessRange=5

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@up: really strange...even with all (effect.txt) effects off?

 

@methodunderg: implementation of swfx noise isn't possible, sadly. I uses a custom non-shader generated (what I thought of was a shader generated texture) texture; enb shaders can't load custom textures except newer versions, they can load enbpalette as texture, that's all. I did no mistake in implementation, code isn't corrupt.

 

But Matso's noise math which is also really cool is possible and already implemented.

Edited by Marty McFly
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nope, when all effects off, it goes normally. But, when i activate a single effect, the game turns white when ENB is activated

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alayanrole; may be it's your graphics card ? Try turning of every sort of Anti-Aliasing, then see.

Marty; the bloom looks cool smile.gif , but , The most thing that i'm messing in Petka's bloom is the ToneMapping , not hard , I think dontgetit.gif

Good luck smile.gif

 

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alayanrole; may be it's your graphics card ? Try turning of every sort of Anti-Aliasing, then see.

Marty; the bloom looks cool smile.gif , but , The most thing that i'm messing in Petka's bloom is the ToneMapping , not hard , I think dontgetit.gif

Good luck smile.gif

nah, same result, same whitened screen

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alayanrole; may be it's your graphics card ? Try turning of every sort of Anti-Aliasing, then see.

Marty; the bloom looks cool smile.gif , but , The most thing that i'm messing in Petka's bloom is the ToneMapping , not hard , I think dontgetit.gif

Good luck smile.gif

nah, same result, same whitened screen

Really really strange...uhm are you mac user? Ever had any graphical problems with a game, ever? You use 0.076 or 0.158?

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using win7 ME v1 work fine, graphical bugs? yes,

1. smoke oftenly colored a bit like pinky or greenish

2. weird gradient

 

i'm yusing 0.0076

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For next version, can you include some comments on the parameters in the enbseries_mastereffect.ini please like you did in previous versions?

 

Example from your 1.0 Release:

 

//#define HDR

 

float Defog=0.000;      // Strength of FogColor, higher = more.

float4 FogColor={0.0, 0.0, 0.0, 0.0};    // Lens-style color filters for Blue, Red, Yellow, White.

float Exposure=2.0;      // Contrast settings, higher = brighter, but also more white.

float Gamma=0.250;      // Gamma settings for darker or lighter shadows and dark areas, higher = darker.

float BlueShift=0.25;      // Shifts entire color spectrum towards blue, good for images too yellow, but this is global.

 

// DKT70 Sharpen effect

//////////////////////////////////-----------------------------------------------------------------]

 

float sharps = 0.0;      //sharpen strength; always offset value x 2

float offsetv = 0.0;    //sharpen offset

float sxres = 1920;      // Horizontal Resolution setting x 2

float syres = 1080;      // Vertical Resolution setting x 2

float aspect = 1.77777777778;    // horizontal/vertical resolution

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For next version, can you include some comments on the parameters in the enbseries_mastereffect.ini please like you did in previous versions?

 

Example from your 1.0 Release:

 

//#define HDR

 

float Defog=0.000;      // Strength of FogColor, higher = more.

float4 FogColor={0.0, 0.0, 0.0, 0.0};    // Lens-style color filters for Blue, Red, Yellow, White.

float Exposure=2.0;      // Contrast settings, higher = brighter, but also more white.

float Gamma=0.250;      // Gamma settings for darker or lighter shadows and dark areas, higher = darker.

float BlueShift=0.25;      // Shifts entire color spectrum towards blue, good for images too yellow, but this is global.

 

// DKT70 Sharpen effect

//////////////////////////////////-----------------------------------------------------------------]

 

float sharps = 0.0;      //sharpen strength; always offset value x 2

float offsetv = 0.0;     //sharpen offset

float sxres = 1920;      // Horizontal Resolution setting x 2

float syres = 1080;      // Vertical Resolution setting x 2

float aspect = 1.77777777778;     // horizontal/vertical resolution

Some values need big explanations, I thought of adding a documentation text file (unless I get to know how to program a config program with explanations given like in icenhancer config tool. Sadly I cancelled computer science in school years ago due to stupid teachers....

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  • 4 weeks later...

You can ask Hayssam Keilany or icelaglace for the tool. Maybe he can help you to make a config tools for Master Effect.

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link mediafire has private :barf:

Yeah, most of his links are now; due to the Rusky's putting his stuff on LC (and DepositFiles) and not giving credits

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Jengsebong007, on 23 Sept 2013 - 05:10 AM, said:

You can ask Hayssam Keilany or icelaglace for the tool. Maybe he can help you to make a config tools for Master Effect.

This is the same guy :) and he didn't create the config tool, it was leec if I'm not wrong...

 

@private, sorry for that, I forgot to set some file public again.

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  • 1 month later...

Just wait .. New version will come when Marty releases his ENB Z

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  • 3 weeks later...

I think it's time to release Master Effect 1.4:

 

http://www.mediafire.com/?ztqa1hvxam0aq02

No documentation, sorry, but most value names are self-explaining and a little experimental joy is required to create ENB configs, don't ya think?

 

Changelog:

 

1.4

- added noise shader
- added splitscreen shader
- added colorboost shader from default GTA IV rage_postfx.fxc
- added sepia color toning
- added high quality sharpen shader
- added hdr color bloom shader (kinda...doesn't work very well, I need Mipmapping goddamnit)
- removed second chromatic abberation shader because it applies on whole image, not only blur areas
- SOLVED: Old fixed distance as focus for gp DOF removed, added an autofocus based focussing shader

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User-side issue, it works for everyone who is testing and I effect.txt files are independt from user setup so if ENB works, ME works, too. For the different DOF versions you need AlternativeDepth 0 or 1, 0 for Petka DOF and 1 for gp and matso DOF. Also for DOF you need either SSAO or WaterDepth enabled, otherwise ENB doesn't render depth information.

 

Bloom: It's no bloom as you know it from other games, difficult to set up and not working very well...

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The rest of the effects, like the color ones, if you get me, work. Even when bloom is enabled and the bloom color saturation is higher, the saturation in game is higher and also the performance decreases.

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Yeah this bloom doesn't work as you may think, no hazy thing with big shape or smth like that.

 

EBloomRadius = Radius of bloom blur, even high values like 50 aren't large on screen

EBloomSteps = How often the bloom steps ae repeated, higher radius needs more steps

EBloomAmount = intensity of bloom, bloom is always range 0 to 1 so you won't see any difference between 3 and 99999

EBloomCurve = higher curve means more concentrated on bright spots

EBloomSat = bloom saturation, even if bloom shape isn't visible because it's too small, this here makes bloom visible

 

This bloom is like HDR bloom, it applies on every pixel, not only the bright ones, it's curved which means brighter areas get much more bloom than darker ones, the higher the curve the more the bloom is shifted into bright spots.

Edited by Marty McFly
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Hem sorry for offtopic or sorry for confusing you marty, but why not try to create ME on enb version 0.075(generic) because that support mipmapping?

( enb 0.075 can use hybrid set?)

 

i dont know enb v0.075have a set to enable bump or not( never try 0.075 so far lol._.)

 

yeah the bloom not working for me (maybe i dont understand that code's verywell._.) Why not try to use colormod bloom on ME? (colormod on your ME is just option for RGB color? Strong value, 0.1 like 1.1 that's right? Sorry if i wrong:( )

 

 

 

but matso's dof have a option to more precision? Like S Y E D or jengsebong dof. I love gpcj's dof very much! But no option to disable autofocus?

 

thank you marty! Good work, keep it up!

 

FMHn

Edited by FMHn
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It also doesn't support it fully, here's how it works:

 

single 0.075 - no mipmaps

 

hybrid system:

 

1. 0.075 mipmap support

2. 0.075 mipmap support

3. 0.075 no mipmap support

 

As you can see, mipmapping works only when a 0.075 ENB loads another one. 1 has mipmaps because it loads 2. 2 has mipmaps because it loads 3. 3 has no mipmaps because it doesn't load any 4th ENB.

Strangely mipmapping only works when another ENB 0.075 is loaded, if 3 would load SweetFX, 0.076 or whatever, nope.

 

SAGE has 4x 0.075, the first three ones support it, the last doesn't.

 

Sometimes mipmapping works on 0.076, DirectX 1.3 for example, it has bloom on 0.076 but it requires loading a second ENB for it to function, remove that second ENB instance (which should only apply a little image grain) and your whole image is f*cked up.

 

I have absolutely NO idea why, it is like this and I cannot change it.

 

 

Completely besides that, ME has some effects which naturally need multipass, these cannot be splitted into singlepass shaders. GP DOF has one pass only for focussing. The effect.txts cannot communicate with each other so what's the sense of focussing when you cannot export its results to a DOF shader?

Oh and even if I left these out: ME has enough effects for a 8x Hybrid ENB, if my fps drop about 5 with every instance, I'd have - 40 fps on a GTX Titan! Impossible.

Edited by Marty McFly
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Thank you for answering marty!

if i had a good time, i will try to use 0.075

 

second enb? My sets is always have a second enb (the bloom sage has removed and tonemapping to or a hybred shader, just it maybe) yeah the colormod bloom on SA DX1.3 is to bright and pink (maybe different enbvalue.xfc? But good with san andreas atmosphere) sorry offtopic

 

ontopic:sh*t! Gtx titan with 40fps,me? 4-10 with filmpass,matso dof,dither,colorbost) with bsor

 

nah colorbost what is it? I use it and i didn't see any different on my screen (maybe i dont know how it function)

 

Splitscreen, the other screen just remove the dof?

 

and yes marty,

i need documentation of master effect(documentation for code, how it works and the function, could you share via pm? Or share)

 

maybe just it, more question later

sorry to much offtopic

 

thanks in advance!

Edited by FMHn
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This is actually ontopic :p

 

With 40 fps I meant a 8x hybrid ENB would mean a fps drop of 40 fps on a GTX Titan, 40 fps less than with ENB off.

 

Colorboost was just an experimental shader from GTA IV, it should improve saturation in an intelligent way.

 

Splitscreen disables all effects for one half of the screen, most noticeable on DOF.

 

Oh and documentation, that would be huge, I'm working one one documentating the values but one documenting exactly how it works :O this would be bigger than ME itself.

 

------

 

btw I've found out that GTA V seems to use filmiccurve lol

Edited by Marty McFly
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I have crash issues with normalmap.asi, dof, splitscreen and bloom doesn't work at all, also DoF doesn't work at all. Can this be caused by the stupid graphics driver I have?

Edited by Musi
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Maybe, did DOF etc work for you previously with other settings?

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