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  17:40:42  25 February 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
02/25/2012 19:12:15
Messages: 1975
Hello

Look my last tests and adjustments ,Meltac,your mod is ...extraordinary!

http://i.imgur.com/pWMjL.jpg
http://i.imgur.com/uoD8c.jpg

http://i.imgur.com/lANYX.jpg
http://i.imgur.com/3ywkF.jpg
http://i.imgur.com/uGi3D.jpg
http://i.imgur.com/UgxsS.jpg

http://i.imgur.com/qFQ9n.jpg
http://i.imgur.com/xKhuy.jpg

http://i.imgur.com/9W4DW.jpg
http://i.imgur.com/4B7E7.jpg

http://i.imgur.com/FID4L.jpg

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

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

http://i.imgur.com/bQxk3.jpg

http://i.imgur.com/ik7Vz.jpg

A dream comes true in SoC!
And to see in the night like that is ...really surprising (to see some details totally invisible in night all black), incredible and beautiful effect and not see before like that for me!
Wonderful! Be infinitely thanked for such a mod!

And can we adjust the intensity of the effect ?If yes ,how?
(If it's not too long to describe of course...don't want to waste your time)
(to become a little less brightly?)

A must!Definitively adopted for all mod on Soc that I have!
Really thank you!You make me happy!

  18:43:02  25 February 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
02/25/2012 18:51:48
Messages: 1519
First of all, thanks guys for using my mod and posting your thoughts, troubles and recommendations

It'll take me some time to read and sort out all the posts I'm getting on GSC forum and moddb and by mail, so please don't expect me to reply instantly - I'm a one-man-show

Regarding what I was able to check by now, here some replies:

Loner1, thanks for posting some pics with my shaders

olivius74, glad you are happy with my shaders, but I doubt I will port them to CoP at the moment due to massive lack of time - sorry.

You can adjust all effects (DOF and NV) in ShaderSettings.txt, quite all options have some comment in order to ease adjustment to your favors. The NV settings are under the Nightvision section, they all start with "NV_" so it's easy to identify them. And yes, of course you can adjust the brightness, there are a few options defining it, try the light amplification and brightness adjustments.

ket, I have not been able yet to sort out everything you wrote, but for now the following: First of all thanks for trying to apply some fixes yourself, that's appreciated!

Regarding your suggestion about NV_RADIUS (and NV_ZOOM as well), I already posted what you said before (01:36:24 25 February 2012). The radius value in the uploaded settings file was addressed to gnomus' scopes users, sorry for not "vanillizing" it again.

Regarding my intention with NV_ZOOM: I always found it strange (and annoying) that under usage of gnomus scopes (or other textures which allow the player to see the surroundings while aiming), everything has the same zoom factor. I mean the region inside the scope should be magnify while the surroundings are not (that's how it works in reality).

Thus, when you move the weapon while zooming, the region inside the scope should move much faster than the outside because of the zoom. With NV_ZOOM I tried to mimic that behavior in order to make scoping look more authentic - and I really like that effect, it's one of my top favorites in that mod

So if you don't, just switch the effect off as described before.

Regarding grenade launchers, I haven't tested them at all, sorry about that. Your approach of fixing that is one way to go, however I'll look at it to figure out if it's the best or if there would be a better one.


---QUOTATION---
I'm still working on figuring out why when you exit zoom it takes a second or two for things to unblur - this isn't a issue in older versions.
---END QUOTATION---



Regarding unblur delay upon zooming out, I never had that issue, or only for a very short moment (nothing like one sec or two). You should enable debug mode on top of shader_control script, make a zoomin-zoomout-nozoom cycle or two in game, and mail me your log to see what might be happening in your case.

Regarding applying scope textures by script, that was made by the intention to reduce the effect of the NV overlay keeping be displayed while you zoom-out. It did improve the visual experience in my case, so I decided to keep it in the script. However you can disable it as described by commenting out those two script lines. But I wouldn't call that a fix, at least not a general one.

My assumption of PSO/Susat scope texture names is dangerous, I was aware of that but hadn't the time to do it better yet. However this can be easily fixed be either setting the correct texture name in the script, or by disabling scope overlay at all as described above.


---QUOTATION---
For now I would recommend adding every scoped / scopable weapon into shader_control.script but change paramaters to 1,1,1 for any scoped weapon that can also have a GL attachment. This way NV is effectively disabled for those weapons and the overlay when zooming with the GL attachment isn't too noticable even with stronger Zoom DoF effect.
---END QUOTATION---



That should not be required, at least it was my intention to determine by script whether a gun as a scope attached or not, so one wouldn't need to add all scoped weapons to the list (which was the case before I made the packet-thing optimization). However there might be a bug making the script useless with grenade launchers - I'll check that.


---QUOTATION---
If I am to guess though its likely a exception needs to be added so the script can tell the difference between normal zoom and when zooming with a underbarrel GL attachment so the overly isn't used in those conditions.
---END QUOTATION---



That's what I meant with my explanation above

Other suggestions are welcome, however please accept the fact that I don't have the time to check out all of them at the moment.

EDIT:
To disable scope overlays in the script, settings scope_overlay = false should do the job (for some reason I included that flag).

And I just noticed my posts already start looking like NatVac's - beside the simlies
  19:03:48  25 February 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
And I just noticed my posts already start looking like NatVac's - beside the simlies
---END QUOTATION---



My thoughts...

and it looks awesome now!
  20:18:33  25 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432

---QUOTATION---
First of all, thanks guys for using my mod and posting your thoughts, troubles and recommendations

It'll take me some time to read and sort out all the posts I'm getting on GSC forum and moddb and by mail, so please don't expect me to reply instantly - I'm a one-man-show

Regarding what I was able to check by now, here some replies:

Loner1, thanks for posting some pics with my shaders

olivius74, glad you are happy with my shaders, but I doubt I will port them to CoP at the moment due to massive lack of time - sorry.

You can adjust all effects (DOF and NV) in ShaderSettings.txt, quite all options have some comment in order to ease adjustment to your favors. The NV settings are under the Nightvision section, they all start with "NV_" so it's easy to identify them. And yes, of course you can adjust the brightness, there are a few options defining it, try the light amplification and brightness adjustments.

ket, I have not been able yet to sort out everything you wrote, but for now the following: First of all thanks for trying to apply some fixes yourself, that's appreciated!

Regarding your suggestion about NV_RADIUS (and NV_ZOOM as well), I already posted what you said before (01:36:24 25 February 2012). The radius value in the uploaded settings file was addressed to gnomus' scopes users, sorry for not "vanillizing" it again.

Regarding my intention with NV_ZOOM: I always found it strange (and annoying) that under usage of gnomus scopes (or other textures which allow the player to see the surroundings while aiming), everything has the same zoom factor. I mean the region inside the scope should be magnify while the surroundings are not (that's how it works in reality).

Thus, when you move the weapon while zooming, the region inside the scope should move much faster than the outside because of the zoom. With NV_ZOOM I tried to mimic that behavior in order to make scoping look more authentic - and I really like that effect, it's one of my top favorites in that mod

So if you don't, just switch the effect off as described before.

Regarding grenade launchers, I haven't tested them at all, sorry about that. Your approach of fixing that is one way to go, however I'll look at it to figure out if it's the best or if there would be a better one.

I'm still working on figuring out why when you exit zoom it takes a second or two for things to unblur - this isn't a issue in older versions.

Regarding unblur delay upon zooming out, I never had that issue, or only for a very short moment (nothing like one sec or two). You should enable debug mode on top of shader_control script, make a zoomin-zoomout-nozoom cycle or two in game, and mail me your log to see what might be happening in your case.

Regarding applying scope textures by script, that was made by the intention to reduce the effect of the NV overlay keeping be displayed while you zoom-out. It did improve the visual experience in my case, so I decided to keep it in the script. However you can disable it as described by commenting out those two script lines. But I wouldn't call that a fix, at least not a general one.

My assumption of PSO/Susat scope texture names is dangerous, I was aware of that but hadn't the time to do it better yet. However this can be easily fixed be either setting the correct texture name in the script, or by disabling scope overlay at all as described above.

For now I would recommend adding every scoped / scopable weapon into shader_control.script but change paramaters to 1,1,1 for any scoped weapon that can also have a GL attachment. This way NV is effectively disabled for those weapons and the overlay when zooming with the GL attachment isn't too noticable even with stronger Zoom DoF effect.

That should not be required, at least it was my intention to determine by script whether a gun as a scope attached or not, so one wouldn't need to add all scoped weapons to the list (which was the case before I made the packet-thing optimization). However there might be a bug making the script useless with grenade launchers - I'll check that.

If I am to guess though its likely a exception needs to be added so the script can tell the difference between normal zoom and when zooming with a underbarrel GL attachment so the overly isn't used in those conditions.

That's what I meant with my explanation above

Other suggestions are welcome, however please accept the fact that I don't have the time to check out all of them at the moment.

EDIT:
To disable scope overlays in the script, settings scope_overlay = false should do the job (for some reason I included that flag).

And I just noticed my posts already start looking like NatVac's - beside the simlies
---END QUOTATION---



Don't worry we know you are a one man band which is why I started looking at your scripting and figuring out workarounds / fixes So everything is in one place for you heres the refined process for making zoom a lot better with GL attachments;

Comment out icon:InitTexture(scope_texture) and icon:SetTextureOffset(0, 0) in shader_control.script. Open ShaderSettings.txt and comment out #define NV_ZOOM float(1.5), finally (optional, but looks better IMO) set #define NV_RADIUS float to 0.45. I'll try your suggestion of killing the magnifyer completely in the script file and see if that works around the NV effect still being applied when zooming with a GL attachment. Good work though Meltac I can tell getting dynamic NV scopes working was a real PITA by your scripts.
  22:58:21  25 February 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
02/25/2012 23:01:58
Messages: 1519

---QUOTATION---
Don't worry we know you are a one man band which is why I started looking at your scripting and figuring out workarounds / fixes So everything is in one place for you heres the refined process for making zoom a lot better with GL attachments;

Comment out icon:InitTexture(scope_texture) and icon:SetTextureOffset(0, 0) in shader_control.script. Open ShaderSettings.txt and comment out #define NV_ZOOM float(1.5), finally (optional, but looks better IMO) set #define NV_RADIUS float to 0.45.
---END QUOTATION---



Well, thanks, but I wouldn't call just disabling things that had an intention and reason to be there a "refined process". It's much more of a simple workaround without touching the issues real cause, if you ask me. But if it's working for you and maybe also some others, then I won't try to stop you doing so


---QUOTATION---
I'll try your suggestion of killing the magnifyer completely in the script file and see if that works around the NV effect still being applied when zooming with a GL attachment.
---END QUOTATION---



Actually I meant killing the scope overlay in the script. The magnifyer you did already kill by disabling NV_ZOOM.


---QUOTATION---
Good work though Meltac I can tell getting dynamic NV scopes working was a real PITA by your scripts.
---END QUOTATION---



I'm sorry that it was for you, however there seem to be others who didn't have such issues so far. Again I apologize for not having tested and optimized everything, but I'd like you to keep in mind that I released the mod as a beta version - and that was for a reason.

Thanks again for your help on improving things, though I think most of your approaches do not finally solve those specific issues yet. I (or we) have to keep working on it a bit more.
  23:16:15  25 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
02/25/2012 23:16:34
Messages: 1432
The approach I took with the magnifyer overlay and GL attachments is simply because there are some things that probably aren't possible to totally fix with X-Ray 1.0. If a blur effect is applied to textures like Gnomus' scopes - thats good enough for me. Most people don't look at the corners of their screen when trying to shoot somebody in the head Its probably easiest to totally remove icon:InitTexture(scope_texture) and icon:SetTextureOffset(0, 0) from shader_control as the removal doesn't effect zooming, just resolves the scope overlay texture when zooming with a underbarrel grenade launcher. Simple, but effective
  23:19:31  25 February 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
02/25/2012 23:19:54
Messages: 1519
ket, you just got mail.


---QUOTATION---
The approach I took with the magnifyer overlay and GL attachments is simply because there are some things that probably aren't possible to totally fix with X-Ray 1.0. If a blur effect is applied to textures like Gnomus' scopes - thats good enough for me. Most people don't look at the corners of their screen when trying to shoot somebody in the head Its probably easiest to totally remove icon:InitTexture(scope_texture) and icon:SetTextureOffset(0, 0) from shader_control as the removal doesn't effect zooming, just resolves the scope overlay texture when zooming with a underbarrel grenade launcher. Simple, but effective
---END QUOTATION---



Alright. But simply removing things that work for some people but cause issues for others isn't the best solution if you ask me. Better make those specific features optional rather than throwing them away.
  23:50:16  25 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
02/25/2012 23:52:35
Messages: 1432
The zoom "bubble" only sort of works. Its fine in primary fire zoom mode, it does indeed look nice, but switch to GL secondary fire and it sticks out like a sore thumb. Hence most people will probably agree the zoom "bubble" is best left disabled until one way or the other it can be confirmed if the bubble can be removed or not when zooming with a GL attachment. The same quirk applies to the NV effect getting applied when you zoom with a GL attachment. What you have done is very good, but its pushing not the limits but capabilities of X-Ray 1.0. Because of that theres some things which as nice as they are just won't work properly in reality with X-Ray.
  04:11:20  26 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432
After a detailed scan of ShaderSettings I fixed the laggy DoF blur effect. I can't say which setting or combination of settings that fixed it, I just went through ShaderSettings fixing everything that was skiwiff.
  17:25:36  26 February 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
I know the GL bug is a major issue, and I'm already thinking of a fix for it (might not be simple though).

Besides that I believe that many people can use the mod "as is" without having any issues. However since there are so much options one might be forced to adjust one or the other thing to get the "best" indivual result both in visual experience and performance.


---QUOTATION---
After a detailed scan of ShaderSettings I fixed the laggy DoF blur effect. I can't say which setting or combination of settings that fixed it, I just went through ShaderSettings fixing everything that was skiwiff.
---END QUOTATION---



Would you mind mail me your resulting ShaderSettings then?
 
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