Hello Sir.
Could You please release the ENB GTASA .fx files then ?
I'm sure that not every script kiddie would know how to deal with those.
Multi Theft Auto community would be grateful
best regards
http://www.mtasa.com
http://wiki.multitheftauto.com/wiki/Element/Shader
http://wiki.multitheftauto.com/wiki/DxCreateShader
GTA San Andreas v0.075c3
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- *blah-blah-blah maniac*
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Re: GTA San Andreas v0.075c3
Ren712
This will not give much. Effects are not just shaders, but a lot of changes.
This will not give much. Effects are not just shaders, but a lot of changes.
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Re: GTA San Andreas v0.075c3
I'd like the idea of a quality resource that lets server owners apply the effects to every client, and make it customisable.
An (not so good) example
An (not so good) example
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Re: GTA San Andreas v0.075c3
Uh, now i understood what is that. But don't know why to use such server controlled stuff. The idea of the mod is to allow users customize everything as they like, you propose to move in reverse direction. To switch weather conditions and post processing according to that, may be, not sure, this forcing too much, in some presets will look awful (if not to handle them also).
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Re: GTA San Andreas v0.075c3
There are many possibilities:
The presets could be stiffly forced by the server , or/and fully adjustable at the client side.
Clients could choose custom presets ; or be forced to use - depending on their hardware capability.
Or they could edit presets in the UI (not in a file .ini) seeing the results instantly and then save them etc...
Excuse my english. I'm not a native speaker.
If You have few minutes:
Here are some basic examples on applying effects in MTA.
http://nightly.mtasa.com/files/shaders/shader_water.zip
http://wiki.multitheftauto.com/wiki/Shader_examples
I was thinking ...
the presets could be dependent on gtasa enviroment (weather, time etc.. ) since there are callbacks GetWeather... etc
and the gui elements excluded from the effect.
The presets could be stiffly forced by the server , or/and fully adjustable at the client side.
Clients could choose custom presets ; or be forced to use - depending on their hardware capability.
Or they could edit presets in the UI (not in a file .ini) seeing the results instantly and then save them etc...
Excuse my english. I'm not a native speaker.
If You have few minutes:
Here are some basic examples on applying effects in MTA.
http://nightly.mtasa.com/files/shaders/shader_water.zip
http://wiki.multitheftauto.com/wiki/Shader_examples
I was thinking ...
the presets could be dependent on gtasa enviroment (weather, time etc.. ) since there are callbacks GetWeather... etc
and the gui elements excluded from the effect.
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Re: GTA San Andreas v0.075c3
If it's possible to apply shaders even for water separately, then i have nothing to do there.
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Re: GTA San Andreas v0.075c3
So that means no .fx files then...
I'd like to thank you for your time and effort.
Keep up the good work with Skyrim.
Best regards.
I'd like to thank you for your time and effort.
Keep up the good work with Skyrim.
Best regards.
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Re: GTA San Andreas v0.075c3
Has anybody gotten the SA version of ENB to work with the ENB injector? I'm using San Andreas on Mass Effect 3 for bloom + CC, but ENB doesn't work with the origin overlay and I was hoping to use the injector to get around that.
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Re: GTA San Andreas v0.075c3
Have you read included description where written that it's impossible?
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Re: GTA San Andreas v0.075c3
No, but thank you for the clarification!ENBSeries wrote:Have you read included description where written that it's impossible?