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  18:53:03  7 May 2014
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Dynamic Shaders 1.2 Beta - First Hotfix

Please download this file:

http://rghost.net/55010733

and copy it into the gamedata/shaders/r2 folder, replacing the existing file there. This should fix the over-bloom / blur.
  20:37:00  7 May 2014
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1991
Thank you very much ,Sir!
Indeed it is much better and less bloom and glossy.

All works perfect!

http://i.imgur.com/zapirEI.jpg

http://i.imgur.com/wewPRtC.jpg

http://i.imgur.com/BqngJ9F.jpg

http://i.imgur.com/Hs8Ayem.jpg

http://i.imgur.com/YfiqPYC.jpg

http://i.imgur.com/Nsmyaev.jpg

Sorry for scope,I test with an old mod vintorez.
Now I would like to merge it with some mod,so I need to learn how to do it,because many mods have already a levels weather script.

Thank Meltac
Cheers
  21:58:23  7 May 2014
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
05/07/2014 22:00:54
Messages: 1519
I'm glad that fixed the issue

You might want to change some shader settings to make my mod fit yours better.
For what I see in those screenshots:

- Distance DoF is very low, you might want to increase it (but question of favor)
- Zoom DoF on the opposite is very dominant, if you don't like it you can tweak settings
- Raise the radius of the night vision to make it fill the entire scope texture

(however one can see the huge effect of the night vision very well in that shot )

All those changes can be made in the settings .txt files in the shaders/r2 directory.

Regarding merging with other mods, as said before it's really easy for the scripting part. Merging different shader mods together might become a little bit harder, though (depending on particular mods), but is well doable with some shaders experience.

Enjoy!
  13:14:08  8 May 2014
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
olivius, you got mail. Let me know if it works.
  18:31:12  8 May 2014
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
05/08/2014 19:45:19
Messages: 1991
Oh,thank you very much Meltac to take the time to answer me!
So great!


I just returned now (it was family day, today )

So I test tonight and tell you what happened.

Thank you for everything and for you help as always.

Best Regards Sir!


EDIT :

So,actually,error script was fixed ,many thank's!
Crash before was about level weather script ,because I don't know how the merge the file correctly.
So ,has you said me,I left the original file and tested the 4 others different scripts.

The game launches now , but stop at loading shaders

With the 4 scripts files, each time the same error :

Expression : An undetermined error occurred
Function : CResourceManager::_CreateVS
File : E:\stalker\sources\trunk\xr_3da\ResourceManager_Resources.cpp
Line : 232
Description : _hr

So now ,question script is ok ,think I need merge shaders for this mod
and it will another matter.
Remember using ShaderEditor and need many times!

I don't waste your time anymore,sincerely thanks for your awesome mod which as incredible news features!A must!
It's for that I want definitly use it in each mod I try!

And thank again infinitly for everything you do Meltac !
Fantastic work !
  00:19:59  9 May 2014
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
05/09/2014 0:22:10
Messages: 1519
No problem, and many thanks for the compliments.

(and yes, family days are important and should have higher priority than modding )

The error you are encountering can be caused by different things:

1. You have tried to merge or modify shaders and made an error.
2. The other mod uses a shaders.xr (or similar) file which is not compatible with DS.
3. You are running some modded binaries or DirectX files incompatible with DS.

In all those cases merging might be problematic and it might be much easier to leave the other mod's original shaders as a base and merge in only those specific features from DS that you most like.

Cheers
  04:23:33  9 May 2014
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templargfx
(Novice)
 
On forum: 05/08/2014
 

Message edited by:
templargfx
05/09/2014 4:32:26
Messages: 28
Hi Meltac,

I have a suggestion for your shaders, in particular the DDOF setup in combine_2_naa.ps

Currently you have :

float myMAXNEAR = MAXNEAR;

MAXNEAR controls the blurring of the weapon and hands and effects the game even with DDOF turned off (its just constant). However if you use DDOF, you cannot increase this value any real amount as you get a doubling up of near DOF blurring. the constant blurring and the DDOF blurring ontop.

To resolve this, I changed it to use the DDOF_MAXBARRIER value which now allows me to set MAXNEAR to 0 (completely removing the non DDOF near blur) and allow DDOF to control the weapon blur by itself without interference from the non DDOF blur.


ALSO, with parallax mapping, I have found the following settings produce MUCH better looking mapping than those you include :

MAX_SAMPLES 30
MIN_SAMPLES 10
OFFSET 0.022
FINAL_INTERSECTION_LOOPS 10
Reducing the max samples lowered the amount of "prickles" while increasing intersection loops smoothed out the end result


BRIGHTNESS_COEF 0.43
Considering you are cutting everything off below 0.6 contrast value I equalized the map so that 128,128,128 grey is firmly between the two cut off values. this gives more detail to the mapping. This is standard practice when using displacement mapping (the heavy version of parallax mapping) in 3D rendering applications.
  10:08:03  9 May 2014
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
05/09/2014 10:08:34
Messages: 1519
Hi templargfx,

Thanks for the suggestions! I will have a look at them in detail when I have more time.

Could you please send me the files you changed by email or upload them somewhere? Thanks.
  11:00:18  9 May 2014
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templargfx
(Novice)
 
On forum: 05/08/2014
 

Message edited by:
templargfx
05/09/2014 11:01:12
Messages: 28

---QUOTATION---
Hi templargfx,

Thanks for the suggestions! I will have a look at them in detail when I have more time.

Could you please send me the files you changed by email or upload them somewhere? Thanks.
---END QUOTATION---



Hi Meltac!

Here you go :

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=22802&sec_id=17

The files I modified are :

shader_control.script (to forcibly set r2_sun_lumscale settings)
shadersettings.txt (I added some comments and tweaked values all over the place)
combine_2_naa.ps (changed the myMaxnear assignment)
shadow.h (added variables in place of hardcoded scale for shadow_test() and shadow_test_sun() )
  11:04:52  9 May 2014
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
05/09/2014 11:05:19
Messages: 1519
Thanks - meanwhile I had found that download thread myself

I have just sent you an email regarding your improvements. Let me know.
 
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