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 Post subject: Re: Fallout: New Vegas
PostPosted: 19 Jan 2013, 19:05 
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Some shots using the latest .141 binary for Fallout.
I've dreamt about having shadows in Fallout last night. Real shadows. It was a bitch to wake up, I tell you.


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EatYeFigs: I haven't forgotten you. I've just been going around in circles and I've been much too swift in telling you I had something worth while.

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Midhrastic WIP ENB for Fallout
More current and archived shots on my Flickr. Selected shots via Flickrock or Fluidr.


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Tomoko
 Post subject: Re: Fallout: New Vegas
PostPosted: 19 Jan 2013, 19:09 
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midh
One thing's sure : I won't set up a build for FNV or FO, I'll gladly abuse yours 8-) :lol:

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 Post subject: Re: Fallout: New Vegas
PostPosted: 19 Jan 2013, 19:10 
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No but you have to! You have to make your enbeffect.fx fit the new binaries. Plus I think your bloom will knock Fallout out of the park. The Mojave needs it, because frankly, I think it looks like shit in vanilla.

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Midhrastic WIP ENB for Fallout
More current and archived shots on my Flickr. Selected shots via Flickrock or Fluidr.


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 Post subject: Re: Fallout: New Vegas
PostPosted: 19 Jan 2013, 19:13 
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..... " MY " bloom ??? You mean the one I built upon yours, just changing things here and there ? ;)
Yeah, to adapt that effect.fx.... achhhh, you want me working on this pretty quick, right ? :)

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 Post subject: Re: Fallout: New Vegas
PostPosted: 19 Jan 2013, 20:05 
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Well, let's just say as soon as I'd discovered a way to use bloom to render colour, instead of via the normal routes, you took that idea and squared it. But again: Nevada needs it. And yeah, I think I would like a functional, split PP5 in the Mojave right quick, as I'm busting my ass trying to find a way to have both well lit structures without lighting up the desert totally.

And talking about ass...

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Midhrastic WIP ENB for Fallout
More current and archived shots on my Flickr. Selected shots via Flickrock or Fluidr.


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 Post subject: Re: Fallout: New Vegas
PostPosted: 19 Jan 2013, 21:39 
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I don't know how to render shadows and when apply them, game use alpha transparensity objects at same time when non transparent rendered (prehistoric preshaders hardware method for rendering lighting separately and then blend colors on it). They will look buggy and flickering in such conditions, particle effects now not filtered for ssao and this is ugly too, but shadows even worse, because they are much more intense (skyrim water problem is flowers compared to this one).

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 Post subject: Re: Fallout: New Vegas
PostPosted: 19 Jan 2013, 23:57 
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Quite the pity. I know nothing of the way games render images, so I'm glad you're here to tell me not to get my hopes up. It was a cool dream though. The long shadows that crept over the derelict ruins of the D.C. Ruins. The faces of supermutants half hid by skylighting.

What you've done for these games is more than one could've hoped for, but ah! a man can dream.

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Midhrastic WIP ENB for Fallout
More current and archived shots on my Flickr. Selected shots via Flickrock or Fluidr.


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 Post subject: Re: Fallout: New Vegas
PostPosted: 20 Jan 2013, 19:41 
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Boris: have you noticed that Fallout 3 and Fallout NV look quite different using the exact same ENB? It might not be so noticeable with all ENB's, but I certainly find it easier to get satisfying results in Fallout 3 than in Fallout NV.

First four are from Fallout 3, the rest from New Vegas. (You can't tell anything about what I just said from these, by the way ;)

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Also, not to nag, but if you ever decide to do another thing for the Fallouts, do consider putting back the solar corona, even if only optional if it's buggy, because I abused it for a lot of the dawn and dusk ambiance. I do remember you said it was hard because of your use of one of the vendor hacks. I'd just as soon trade in SSAO for those solar flares in Fallout, really.

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Midhrastic WIP ENB for Fallout
More current and archived shots on my Flickr. Selected shots via Flickrock or Fluidr.


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 Post subject: Re: Fallout: New Vegas
PostPosted: 20 Jan 2013, 23:37 
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I haven't installed Fallout 3 yet, but deleted New Vegas (unless i'll find ideas how to make something really important, don't want to make fixes per each shader crc, it's crazy work). Sun sprite will be returned when i'll fix it, not earlier. Programming of the fix isn't hard, but i'm that kind of lazy persons, who don't do if not interested, so waiting for inspiration and when find the way to make shadows without transparensity issues.

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 Post subject: Re: Fallout: New Vegas
PostPosted: 21 Jan 2013, 03:19 
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Right. Understood. Allow me to occasionally post here to try and get you interested, then.

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And if that doesn't help, I'm coming to your house with this:

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Midhrastic WIP ENB for Fallout
More current and archived shots on my Flickr. Selected shots via Flickrock or Fluidr.


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