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ecb shaderpack

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  06:08:41  25 January 2012
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Lyoko774
Senior Resident
 

 
On forum: 04/09/2007
 

Message edited by:
Lyoko774
01/25/2012 6:24:19
Messages: 170

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Those shaders look horrible from the screenshots. Insane over saturation and it looks like r2_allow_r1_lights (WTF) are enabled. Talk about a clusterfuckery of crap compiled all into one.

you're quite hard in your judgments. Regarding what they apparently intended to do (port some old build's shaders into the final game and make them behave system resource friendly) the result might be considerably satisfactory. However, I didn't test them in-game so far.

But I wonder whether their SSAO implementation is less buggy than Sky4ce's.

And yes, of course, shadow smoothing might be interesting, although I never missed this feature TBH. Also, Kingo64 had ported some shadow jittering form Lurk which breaks with many other features making it useless in my case, so I won't hold my breath for this feature here as well.
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The SSAO implementation is the same as Sky4ce's (which came from the Clear Sky E3 demo - build 3120)
The shadow smoothing is NOT shadow jittering, it seems to render the shadows multiple times and blends them together. It works really well at times, but it does introduce a 'ghosting' effect for lots of closeby shadows sometimes, but it's very minor and hard to notice.
EDIT: Some screenshots
http://cloud.steampowered.com/ugc/595834703430337812/F45F4F293575EACFC2D05981825ED8308D64F670/
http://cloud.steampowered.com/ugc/595834703430335009/9D5A644207B867020EC0E517BB07042BE036CA5F/
http://cloud.steampowered.com/ugc/595834703430335951/8D3A2267701D7BD97E8CB232A7F94E16A689BB07/
  13:36:56  25 January 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
01/25/2012 13:40:30
Messages: 1519

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I'm hard in my judgements because X-Ray is a engine intended for realism. Not the crap like enabling r2_allow_r1_lights, excessive saturation and bloom, etc.
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Those are defined in the user config, not shaders. You can enable or disable things like r2_allow_r1_lights on virtually any shader pack, and also over-saturation and bloom mainly depend on the user.ltx settings. So it's not really fair to transfer a config-specific judgment onto shaders.

Lyoko774, you seem to know a little about those shaders. I see various things like water foam in the r2/incomplete subfolder. Do you know whether those are already included somewhere? I'd be really interested in foam on water shaders.

EDIT:
ket, I just noticed that you are using that water shader with the foam texture in your zero / singularity mod. Does it work and look good?
  14:12:01  25 January 2012
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890

---QUOTATION---

http://cloud.steampowered.com/ugc/595834703430337812/F45F4F293575EACFC2D05981825ED8308D64F670/

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Were is this?
  15:19:56  25 January 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432

---QUOTATION---
I'm hard in my judgements because X-Ray is a engine intended for realism. Not the crap like enabling r2_allow_r1_lights, excessive saturation and bloom, etc.

Those are defined in the user config, not shaders. You can enable or disable things like r2_allow_r1_lights on virtually any shader pack, and also over-saturation and bloom mainly depend on the user.ltx settings. So it's not really fair to transfer a config-specific judgment onto shaders.

EDIT:
ket, I just noticed that you are using that water shader with the foam texture in your zero / singularity mod. Does it work and look good?
---END QUOTATION---



Most of those things can be pre-defined in shaders and usually are, so damn right I'm going to chastise the people that get the shader settings wrong. Even kingo sets messed up shader paramaters, took ages getting them all right. If you want to see the water foam stuff check out the Yantar video I uploaded (link is on TKs moddb page). Use the link from the news post and not on moddb itself as moddb completely messed up the quality of the video.
  15:44:08  25 January 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
01/25/2012 15:44:52
Messages: 1519

---QUOTATION---
Most of those things can be pre-defined in shaders and usually are, so damn right I'm going to chastise the people that get the shader settings wrong. Even kingo sets messed up shader paramaters, took ages getting them all right.
---END QUOTATION---



Hmm, then I guess I'll have to compare your shaders with mine in order to get what you mean (and find what optimizations could be done there).

But still, you won't prevent people from setting exotic and completely unrealistic values in their user config.


---QUOTATION---
If you want to see the water foam stuff check out the Yantar video I uploaded (link is on TKs moddb page). Use the link from the news post and not on moddb itself as moddb completely messed up the quality of the video.
---END QUOTATION---



Unfortunately that video is very dark (why the hell is every Yantar video I see always that gloomy? The map looks IMO much better with daytime clear weather - offtopic). But I'll go check it out in-game with your mod.
  16:28:17  25 January 2012
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ket
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On forum: 01/13/2006
Messages: 1432
You won't be able to easily see the settings TK uses even in the latest beta build as I used a lot of different methods to get the right look because of the old sky4ce shaders. Thats something that won't be a problem with the new build when its released though you can just open up shadersettings.txt to see most of them, the rest you'll find in user.ltx.
  21:51:04  25 January 2012
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Lyoko774
Senior Resident
 

 
On forum: 04/09/2007
Messages: 170

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http://cloud.steampowered.com/ugc/595834703430337812/F45F4F293575EACFC2D05981825ED8308D64F670/


Were is this?
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The Rostok multiplayer map. Or uh..the railroad one.
  23:47:18  25 January 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432
You might find this useful meltac. I used to reference it, lots of info. http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter09.html be sure to check out the other chapters as well.
  09:59:21  26 January 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
You might find this useful meltac. I used to reference it, lots of info. http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter09.html be sure to check out the other chapters as well.
---END QUOTATION---



Hehe, that was one of my first readings on shader development

But thanks anyway.
  11:18:45  11 January 2013
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cjayho
(Novice)
 
On forum: 01/11/2013
Messages: 3

---QUOTATION---
ecb shaderpack

Anybody knows this mod?

http://code.google.com/p/ecb-shaderpack/

There's very rare information on this to be found on the web. Some russian sites seem to refer to it but those links are currently broken.

I didn't find any useful screenshots nor videos, just one vid introducing some "light trail effect" (which doesn't look that spectacular to me):

http://www.youtube.com/watch?v=9CU39nY09jI

Is this being used in some major mod? Has it any cool features?
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Hello! I am the maintainer of ecb-shaderpack.
Yes, that's true that your DDoF used in pack. Because i didn't find your contacts, so if you are not agree to use your DDoF in ecb-shaderpack, i can remove it. I extremely apologize that i'm using your code without your permission.

Main discussion page about ecb-shaderpack is there (russian only, sorry): http://www.gameru.net/forum/index.php?showtopic=37274
 
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