Musi Posted November 19, 2013 Share Posted November 19, 2013 Yes, it did. Link to comment Share on other sites More sharing options...
Fantomax Posted November 20, 2013 Share Posted November 20, 2013 Marty, could you tell me what kind of AA should i turn off? Does this mod have prob too with sweetfx aa? Link to comment Share on other sites More sharing options...
Marty McFly Posted November 20, 2013 Author Share Posted November 20, 2013 ME itself has no problem with AA, it's ENB itself which has some issues with it. Ingame AA is problematic for some reason. SweetFX AA is a postprocess AA, which means it is rendered over the final image, same like the effects in ME. This kind of AA can never cause any problems, because it doesn't interfere with the way of rendering the image before the AA is applied, it just gets the image, modifies it, and passes it to the graphics card. Link to comment Share on other sites More sharing options...
Fantomax Posted November 23, 2013 Share Posted November 23, 2013 so what should i turn off is only my NVIDIA Toolbar thing and the in-game one? Link to comment Share on other sites More sharing options...
Marty McFly Posted November 23, 2013 Author Share Posted November 23, 2013 IDK what you have enabled, so disable everything which affects your game and the ingame AA, this will do. Link to comment Share on other sites More sharing options...
Fantomax Posted November 30, 2013 Share Posted November 30, 2013 when i enable 1 effect only, the game works fine but, when i activate 2 effects why is it turning to whitened screen? Link to comment Share on other sites More sharing options...
Marty McFly Posted November 30, 2013 Author Share Posted November 30, 2013 Does it matter which two effects? Link to comment Share on other sites More sharing options...
Fantomax Posted November 30, 2013 Share Posted November 30, 2013 Dof (petka) and hd6 vignette or any effects Link to comment Share on other sites More sharing options...
opezdl Posted January 16, 2014 Share Posted January 16, 2014 wow, outstanding work! Link to comment Share on other sites More sharing options...
Marty McFly Posted January 29, 2014 Author Share Posted January 29, 2014 wow, outstanding work! From you, this means much to me o.O @Topic: ME 2 got released a while ago, forgot to update thread. Link to comment Share on other sites More sharing options...
Lukas72 Posted January 30, 2014 Share Posted January 30, 2014 yo marty where download master effect 2, I don't see this in your facebook Link to comment Share on other sites More sharing options...
Marty McFly Posted January 31, 2014 Author Share Posted January 31, 2014 yo marty where download master effect 2, I don't see this in your facebook http://www.mediafire.com/download/3vqhki35dtzoli6/Master+Effect+2+Shader+Suite.7z For 0.238 / 0.247 / 0.248 only. If you want to use 0.076, use ME 1.4. Link to comment Share on other sites More sharing options...
Gregx Posted January 31, 2014 Share Posted January 31, 2014 marty how enable lensflares? can write me some instructions please? Link to comment Share on other sites More sharing options...
FMHn Posted February 1, 2014 Share Posted February 1, 2014 lensflare? what enb version do you use? if you use Enb 0.238/0.247/0.248, you can see options of lensflare in enblens.fx, you can do experiment in that file since Mr.Marty Mcfly had many effect of lens inside that but if you still use 0.076 or 0.138...... Mr.Marty can answer more. Link to comment Share on other sites More sharing options...
Gregx Posted February 1, 2014 Share Posted February 1, 2014 (edited) 0.238 + all textures ME2 + this below and don't works nothing IN ENBSERIES EnableLens=true IN ENBEFFECT #define ENB_PALETTE_LENSDIRT 1 // Adds a BF3-Style Lens Dirt to the screen, enblensdirt.bmp must be in GTA root folder IN ENBLOOM #define AVG_BLOOM 1 IN ENBLENS //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#define ANAMORPHICFLARE 1 // Enables anamorphic flare#define FLARE_MASK 1 // Enables flare masking for intensity/color tint, enbanamorphic.bmp must be in SA folder#define CHAPMAN_LENS 1 // Lensflare from Unity engine, used in SAGE by PetkaGtA//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ///////////////////////////////// //////////////LENZ/////////////// /////////////////////////////////#define LENZ_SHARP 1 // Sharp lenz flare#define LENZ_BLURRY 1 // Not so sharp lenz#define LENZ_FUZZY 1 // Fuzzy lensflare for strong blurred lenz#define LENZ_DIFFUSE 1 // Totally diffuse bloom, really strong blurred and hazy#define BORISVORONTSOV_OFFSETS 1#define ICELAGLACE_OFFSETS 1#define LENZ_TRESHOLDING 1 Edited February 1, 2014 by Gregx Link to comment Share on other sites More sharing options...
FMHn Posted February 1, 2014 Share Posted February 1, 2014 (edited) of course they didn't work in enblenz.fx, you must choose one lenz in some options like this: IN ENBLENS //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#define ANAMORPHICFLARE 0 // Enables anamorphic flare#define FLARE_MASK 0 // Enables flare masking for intensity/color tint, enbanamorphic.bmp must be in SA folder#define CHAPMAN_LENS 1 // Lensflare from Unity engine, used in SAGE by PetkaGtA//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ///////////////////////////////// //////////////LENZ/////////////// /////////////////////////////////#define LENZ_SHARP 0 // Sharp lenz flare#define LENZ_BLURRY 1 // Not so sharp lenz#define LENZ_FUZZY 0 // Fuzzy lensflare for strong blurred lenz#define LENZ_DIFFUSE 0 // Totally diffuse bloom, really strong blurred and hazy#define BORISVORONTSOV_OFFSETS 0 #define ICELAGLACE_OFFSETS 1#define LENZ_TRESHOLDING 1 and see it's works or not in enbbloom.fx, dont turn AVG bloom to one, dunno but.....hard to explain, then changed them to zero and next......wait Mr.Marty Mcfly explain you one by one (my english is realy bad) Edited February 1, 2014 by FMHn Link to comment Share on other sites More sharing options...
Gregx Posted February 1, 2014 Share Posted February 1, 2014 dafuq works........now let me kiss you Link to comment Share on other sites More sharing options...
El Dorado Posted February 2, 2014 Share Posted February 2, 2014 Look, I don't know nada about these settings and values and stuff. Can someone PLEASE, and if it's possible, share a setting with a nice dither effect? Those gradients on SA makes me puke. Link to comment Share on other sites More sharing options...
Marty McFly Posted February 2, 2014 Author Share Posted February 2, 2014 (edited) Gradient in SA is already fixed with ENB 0.238+ ENB's, they force HDR rendering so SA has 65536x more colors to draw gradients. Dithering is not possible for original image, I can dither only vignette gradients, nothing else. But as said before, not necessary anymore with the new HDR ENB configuration. Edited February 2, 2014 by Marty McFly Link to comment Share on other sites More sharing options...
El Dorado Posted February 2, 2014 Share Posted February 2, 2014 (edited) Do you have any link for those files then? Edited February 2, 2014 by format c: Link to comment Share on other sites More sharing options...
Marty McFly Posted February 2, 2014 Author Share Posted February 2, 2014 Boris Vorontsov's homepage since he is ENB author http://enbdev.com/mod_gtasa_v0248.htm If you only want HDR, extract only enbseries.ini, enblocal.ini and d3d9.dll to your GTA folder and disable all effects in enbseries.ini. Link to comment Share on other sites More sharing options...
El Dorado Posted February 2, 2014 Share Posted February 2, 2014 (edited) First of all, thank you for the link. But I noted that this disable AA that I forced via Nvidia Control Panel. Any workaround for that? Edited February 2, 2014 by format c: Link to comment Share on other sites More sharing options...
Marty McFly Posted February 2, 2014 Author Share Posted February 2, 2014 Forcing stuff with drivers is always bad with graphics mods. You can use ENB's AA, EnableEdgeAA. Either in enblocal or enbseries ini. Link to comment Share on other sites More sharing options...
El Dorado Posted February 2, 2014 Share Posted February 2, 2014 So I see... I have a choice between HDR vs AA. Unless there's any other HDR mod out there, I guess bad AA is worse than bad gradients. Link to comment Share on other sites More sharing options...
Asdf92 Posted February 21, 2014 Share Posted February 21, 2014 I found an Info about Normal maps (since my ENB combined with normal maps by Ryosuke keeps crashing) and you might like it. http://stackoverflow.com/questions/16555669/hlsl-normal-mapping-matrix-multiplication Link to comment Share on other sites More sharing options...
Marty McFly Posted February 21, 2014 Author Share Posted February 21, 2014 With enb, it's impossible. This shader uses many functions enb can't, like viewport matrix, camera position etc . Link to comment Share on other sites More sharing options...
Asdf92 Posted February 21, 2014 Share Posted February 21, 2014 Maybe this one will make your tasks easier : http://www.bencloward.com/HLSLnormal_map_specular_world.fx Ready-to-compile Normalmap shader Link to comment Share on other sites More sharing options...
MrMateczko Posted February 27, 2014 Share Posted February 27, 2014 ME 2 is the latest version publicly available so far, am I right? Link to comment Share on other sites More sharing options...
Marty McFly Posted February 28, 2014 Author Share Posted February 28, 2014 @Rizky: it it was so easy, man^^ nope, this is the same sh*t which uses the same samplers and stuff ENB doesn't provide. @MrMateczko: yep Link to comment Share on other sites More sharing options...
DK22Pac Posted February 28, 2014 Share Posted February 28, 2014 I'm planning to develop CLEO shader API in future... I hope someone of you guys are interested in this. Stylo Mods, uokka and Concavax 3 Link to comment Share on other sites More sharing options...
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