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


Marty McFly
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Marty, could you tell me what kind of AA should i turn off? Does this mod have prob too with sweetfx aa?

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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.

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IDK what you have enabled, so disable everything which affects your game and the ingame AA, this will do.

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when i enable 1 effect only, the game works fine but, when i activate 2 effects why is it turning to whitened screen?

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Does it matter which two effects?

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  • 1 month later...
  • 2 weeks later...

wow, outstanding work!

From you, this means much to me o.O

 

@Topic: ME 2 got released a while ago, forgot to update thread.

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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.

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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 by Gregx
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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 by FMHn
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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.

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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 by Marty McFly
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Do you have any link for those files then?

Edited by format c:
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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.

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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 by format c:
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Forcing stuff with drivers is always bad with graphics mods. You can use ENB's AA, EnableEdgeAA. Either in enblocal or enbseries ini.

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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.

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  • 3 weeks later...

With enb, it's impossible. This shader uses many functions enb can't, like viewport matrix, camera position etc .

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@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

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I'm planning to develop CLEO shader API in future... I hope someone of you guys are interested in this.

  • Like 3
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