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[REL] Dynamic Shaders 2.0 CTP

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  16:21:47  31 January 2015
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d4v33edz
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On forum: 12/10/2012
 

Message edited by:
d4v33edz
01/31/2015 20:32:24
Messages: 192
Hi Meltac
Just started trying out your latest Dynamic Shaders 2.0CTD with SWTC - Gold, merging them was a bit tricky, SWTC being difficult with me, so some compromise had to be made, this also includes some Vincent's enb shaders fix. First look of this at start of game - I think it looks impressive, it isn't very stable which is probably my fault with the merging.

http://i.imgur.com/XLomdTG.png[/img]

Edit; Thanks to the magic of ZRP, hope over to the Bar Area and caught this:

http://i.imgur.com/usCJ4jK.png[/img]
  10:11:41  2 February 2015
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Meltac
messing with code
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On forum: 01/21/2010
 

Message edited by:
Meltac
02/02/2015 10:12:12
Messages: 1519

---QUOTATION---
Indeed, now the effects are much more visible. Only some characters and some mutants are not visible in infra.
---END QUOTATION---



Yes, now it looks as supposed to
Still not entirely sure why certain NPCs won't be rendered correctly, but will check - I've already got some suspicion...


---QUOTATION---
I can't have the effect of night vision on the binoculars...
---END QUOTATION---



Hmm, either you might need to enable it in the shader settings or assign a NV color to the binoc in shader_control script, or I might have disabled the effect in the CTP for some reason - need to check.


---QUOTATION---
I try to find a good situation to see rainbow.
---END QUOTATION---



To make it visible isn't really that hard. Either tweak the shader settings or your weather config accordingly, it's even possible to see rainbows almost all the time


---QUOTATION---
First look of this at start of game - I think it looks impressive
[...]
http://i.imgur.com/XLomdTG.png[/img]
---END QUOTATION---



Well TBH this isn't the effect of Dynamic Shaders, looks more like ENB or some other shader mod taking place here...
  12:14:45  2 February 2015
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olivius74
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On forum: 11/19/2010
Messages: 1944
Hello

Ah thank you so much to take time to look!
Really appreciate to test and merge your awesome mod!

The effects are now very very good,just have to test ,improve in my wish and look...

I can't see rainbow...I test many position in game ,different weather...
but I don't know how to tweak the shader setting...apologize.

My last settings:


#ifndef RB_Mount
#define RB_Mount

#define RB								// Enables/disables rainbows.
#define RB_INTENSITY float(0.5)			// Absolute maximal intensitiy of the rainbows.
#define RB_SECONDARY float(0.2)			// Relative intensitiy of the secondary rainbow.
#define RB_SATURATION float(0.9)		// Saturation of the rainbows.
#define RB_DECAY float(5.0)				// Intensity decay / falloff.
#define RB_COLRATIO float(0.60)			// Color ratio.
#define RB_COLSHIFT float(0.0)			// Color shift.
#define RB_COLPOWER float(0.52)			// Color power.	
#define RB_ENDXMIN float(-6.0)			// AMOUNT OF FADE OUT TOWARDS THE GROUND. Best between -6 and 5.
#define RB_ENDXMAX float(5.0)			// AMOUNT OF FADE OUT TOWARDS THE GROUND. Best between -6 and 5.
#define RB_COFX float(1.5)				// AMOUNT OF COLOR TOWARDS THE GROUND. Best between 1.5 and 2.
#define RB_ENDY float(2.0)				// AMOUNT OF FADE OUT TOWARDS THE SKY
#define RB_COFY float(1.0)				// AMOUNT OF COLOR TOWARDS THE SKY
#define RB_VIEWANGLE float4(0.5,1.0,-1.0,0.999)	// Minimum and maximum view angle for rainbows to show up. Required to avoid false positives. Do not change normally.
#define RB_GREENREDDIFF float(-0.05)	// Minimum green-red color difference for rainbows to show up. To be adjusted according to used weather mod. Default weather: rainbow at around 7AM, 11AM, 2PM, 8PM.
#define RB_GREENBLUEDIFF float(0.05)	// Minimum green-blue color difference for rainbows to show up. To be adjusted according to used weather mod.	
#define RB_POSITION float2(0.9,-0.6)	// Rainbow x/y position. Must be fix. Do not change normally. X-coord also be 0.8.	
#define RB_ORIGIN float2(-2.0,-0.6)		// Coordinate system origin for computing rainbow. Do not change unless changing RB_POSITION.
#define RB_COF float(9.0)				// Maximum intensity of rainbows.
#define RB_SUNFACTOR float(4.0)			// Effect amount of sunlight intensity on rainbow shape/length.
#define RB_WIDESCREEN					// Enables wide-screen bow adjustment. Disable if not using a wide-screen monitor.	
#define RB_DEBUGPOS					// Debug only.

#endif



May be in this mod something prevents this special effects?
But I don't think that,it's that I can't manage to correct set the file.



For night vision I have that :

[/pre] #define NV // Enables adaptive night vision
#define NV_RADIUS float(0.21) // Radius of the night vision effect (1.0 = entire screen, use 0.5 for vanilla, 0.21 for gnomus scopes)
#define NV_SCREENRATIO float(0.625) // Screen Ratio; use 0.75 for 4:3 (normalscreen) and 0.625 for 16:10 (widescreen) resolution
#define NV_FULLSCREEN // Enables/disables night vision in fullscreen mode (e.g. when using binoculars)

// Adaptive light amplification options:
#define NV_AMP float(3.0) // Light amplification factor. Good values are 2.0 to 4.0
#define NV_RED float(0.1) // Red color bias
#define NV_CONTRAST float(0.8) // Contrast
#define NV_BRIGHTNESS float(0.10) // Base brightness
#define NV_MINBRIGHT float(0.8) // Minimal brightness correction for light adaption
#define NV_MAXBRIGHT float(2.5) // Maximal brightness correction for light adaption. Balanced: 2.5, High > 3.0
#define NV_SATURATION float(0.5) // Level of color saturation before applying NV color (if other than (1,1,1)). 0 is fully desaturated, 1 is original color
#define NV_SAT_SUN_COEF (0.6) // How much influence sun lighting has on the NV color saturation.

// Additional scope zoom options:
#define NV_ZOOM float(1.5) // Additional zoom/magnification when using scope. Lowers resolution. A good balanced value is 1.5. Comment this value out if you don't want additional scope zoom.
#define NV_BIAS float(0.25) // Zoom bias applied towards periphery of zoomed scope. Set 0 for no bias.[/pre]

Work perfect with all scopes I used,but not possible with binoc incredible...


Again ,thank a lot for your tips and help!

My next challenge is to install your DS 20 in OP2,I update my gamedata
with last fix 7 and with the wonderful SWTC gold weather,very good at the moment ...a good challenge,now to have your effects!
  12:47:13  2 February 2015
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
For rainbows, check/alter these settings (try high values, both pos and neg):

#define RB_GREENREDDIFF
#define RB_GREENBLUEDIFF

Depends on your weather settings, so you need to try-and-error a little.

For NV on binoc, I got to check that. Have you changed anything in shader_control.script?
  15:29:13  2 February 2015
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1944
Finally ..yes !!

http://i.imgur.com/EejJW7S.jpg

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


Absolutely genious!Thank's Meltac to see that in SoC!
It's wonderfull!
Now I'm testing the different intensity and color...fabulous!


Here my shader_control.script,no I put as it in my script folder.

https://www.dropbox.com/s/zc0azafsyhs98y9/shader_control.script?dl=0


So thank you...for all you share and help!

  17:31:24  2 February 2015
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
Glad you got the rainbows working

The shader_control script also looks about right. I gotta check what's going on there as soon as I'll get a chance to.

Also, I was so free and uploaded a couple of your screenshots on moddb because I found it a good example of the CTP being merged into an other mod - if you don't want them there I'll remove them again:

http://www.moddb.com/mods/dynamic-shaders/images/ds-20-ctp-in-ol-25
  17:47:03  2 February 2015
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1944
So beautiful: with last setting :

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

http://i.imgur.com/i7Fh7nc.jpg

http://i.imgur.com/3soOsud.jpg

http://i.imgur.com/Fz01ySm.jpg

It's incredible to see that effect!I remember when you talk about and how it will be marvellous to see that in game!
You make it!So much admiration ,what awesome work!

Thank you Sir Meltac
  22:25:17  2 February 2015
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olivius74
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On forum: 11/19/2010
 

Message edited by:
olivius74
02/02/2015 22:27:01
Messages: 1944
It will be more complicated for OP2 Mod:

I needed to merge only 6 files :

ui_custom_msgs.xml

environment.ltx and weather_surge.ltx

bind_stalker.script,level_weathers.script and ui_main_menu.script.

As you said ,not very complicated.
I launch the game ok,but after few seconds
crash and log:

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

And I remember, on a same crash on Artefact Activation, Bamah tell me that perhaps missing shaders can cause that.
So may be I need to merge here the shaders of the two mods.

May I ask you a new question please :

Can we do that only with the ShaderEditor link (wich launch the ActorEditor-SDK04) ?
But I think have not the abilities to do the task ,need to learn how do it...
or

hope, do you know a tools (perhaps like petools for particles) that can do the same job?
  23:10:30  2 February 2015
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d4v33edz
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On forum: 12/10/2012
 

Message edited by:
d4v33edz
02/02/2015 23:11:44
Messages: 192
I have had a second attempt at putting your new shaders with SWTC Gold, I did a fresh install of ShoC and no ENB shaders are added.
First I added the shaders to the vanilla game, results:

http://i.imgur.com/PlHDxz1.png[/img]

http://i.imgur.com/iQ444NT.png[/img]

Then with SWTC:

http://i.imgur.com/hkRKKRS.png[/img]

http://i.imgur.com/B1gBUZX.png[/img]

I think I have got it right this time, and I apologise for my last post and screens.
  23:13:21  2 February 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
May I ask you a new question please :

Can we do that only with the ShaderEditor link (wich launch the ActorEditor-SDK04) ?
But I think have not the abilities to do the task ,need to learn how do it...
or

hope, do you know a tools (perhaps like petools for particles) that can do the same job?
---END QUOTATION---



No, SDK / ShaderEditor has absolutely nothing to do with my shaders! Might be misleading, but actually Stalker games use different types of "shaders", and what is being edited with the SDK is only one of them. To my knowledge there are no other tools doing such, so I am afraid you'd need to gain some basic HLSL knowledge to do the merge manually.

Btw, have you copied over the bin's as well?
 
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