
Matso
Mod Author-
Posts
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Everything posted by Matso
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@JawZ: I tested quickly Your codes and I must say it is supperior to what I was able to prepare. Especially the enbeffect.fx file content. I hope that it wouldn't be a problem should I use the code? :D MK
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Hi, Just to let You know - I am working on a vanilla-like preset to have a good start for testing different ENB features, not bothering any additional visual effects (both INI and in-code, especially the shader library by JawZ). It all will of course take some time. MK
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BTW guys - You know any ENB setting that changes only the looks of the sky, shadows and water/underwater (no weather configs etc.)? A kind of "vanilla" preset, that doesn't do much changes in overall visuals? Or do You know how to setup such a thing? I want to start a new new setting for testing only the code additions (sun sprite, bloom, dof, lenz, main enbeffect code etc). Such a simple light preset would be very helpful for me. MK
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Cool thing! I'll check it out after Christmas.
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Refering to Jafin's statement I think I will do some research over the up coming weekend, and try to find out as much as possible about the volumetric rays, sky and sun (to set it up properly). Maybe even do some updates on my files, dunno :) MK
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FYI - I've just added some stuff regarding in-code parameters in the DoF section.
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FYI - I've been doing some research few days ago and found out that volumetric rays can cause the 'quality drop' that I mentioned in my last post. Setting up their density to highest value will make the sky be beautifully blue once again. I guess the effect is all about different type of godrays shooting from the clouds, am I right? MK
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Guys, I've been compering how my latest preset looks with different ENB binary versions. What I noticed is that with current one (264) color is much less pronounced (smaller contrast) then for version 236. Also for the latter, the sky is much more saturated (with the exact same preset used). What do You think about that? Have You noticed anything similar? Or is it only me seeing things? :) MK
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Sorry for being absent lately... And what about TeamSpeak? P.S. BTW guys - do any of You know what IgnoreWeatherSystem parameter stands for? it is present in most of the effects' sections but, at least regarding DoF, it seem not to have any influence...
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FYI - I've done some changes in Depth of Field section, and will be doing more. MK
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@Aiyen: Some functions are indeed closely related with specific FX files, like the whole depth of field functionality, and with them it will not work. But minor features (like anamorphic flare, different texture sampling solutions and schemes, like texture atlasing, color and tome mapping functions etc., any that can be used across different files) may be put into separate files. I have already done something like this with aforementioned texture atlasing (or simply texture atlas) in one of the SVI Series releases (link in my signature). As I already mentioned - a functionality that is supposed to be put into a separate file should be a 'black box', with certain input and output, nothing else. That is of course very general, but something for a start I guess (I think I have to make another topic on that metter). MK
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@Aiyen - True - the amount of variations is immense. And I really like the idea of repositiory of functions. That should also go with some kind of standarisation for ENB mods. You know - if one adds new functionality it should have a certain interface, naming conventions etc. All for better conveniace for both ENB users and modders, to simplify using the various functions, combining them and adding new. I actually started a discussion about such matter on the Nexus, but couldn't moderate it properly, thus no outcome on that matter yet... Anyway - what do You guys think? To make a kind of ENB building blocks standard for new and already existing functionalities? MK
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Hi, I've been looking at the Depth of Field Wiki page and had some thoughts about it - do we want the page contain information about the in-code parameters (both GUI and non-GUI configurable)? If so, then of what source code version? As far as I remember there are at least three, including mine, versions of the effect. I can make entry for the SVI series (Project MATSO and stuff) code, but others would require their authors to take part in the process. What do You think? MK