Fallout 4 0.355
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Re: Fallout 4 0.355
Thanks. New build of .355 is now faster than .344 with SSAO and IL enabled.
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- *blah-blah-blah maniac*
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Re: Fallout 4 0.355
TommyCreo wrote:It's of course a matter of taste, but I personally don't think high intensity normal maps make the game look better.
I find it best to just accept the limitations of the shading, and to not try and make textures that have more depth than a normal map can realistically fake. No big differences in height in the texture, like big rocks and whatnot. Those things are better implemented with actual ground coverage 3D models, like the vanilla game does, with rocks, twigs and leaves.
There is one big mod that does that and it looks terrible I agree. There is no good ground texture mod for Fallout 4 yet.
If there would be, I think you could change your opinion.
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Re: Fallout 4 0.355
any news on this feature?ENBSeries wrote:Dx11 shader compiler do not support assembling shaders, so to handle assembled i have to do this with another compiler, which do not support hlsl and have bugs, so not worth to be used for external shaders. Anyway, i'll think about this requested feature, how to handle it.
if can't be done what about just save a compiled file? at least would save time at startup of the game
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- *blah-blah-blah maniac*
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Re: Fallout 4 0.355
Using compiled file is easier way, but any preprocessor definition will not work, because it reqiure recompiling of shader, so if i will make feature in this way, i will not be able to make any global definitions in future. So i dont think it's right solution.
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Re: Fallout 4 0.355
I don't mind if I need to make local definitions only
I guess I have to forget about it?
I guess I have to forget about it?
Last edited by lomerta on 02 Dec 2018, 11:31, edited 1 time in total.
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Re: Fallout 4 0.355
Hi Boris, wanted to ask a question in regard to cloud shadows. I have noticed during a clear weather with minimal cloud that sometimes as the player would be moving or just panning the camera, that the cloud shadows would suddenly turn on and off, with a very small cloud over the sun.
I didn't see such an option or how to configure if there is, but was wondering if its possible to implement a fade value similar to adaptation so even when this would occur there can be a believable transition.
Thanks in advance.
I didn't see such an option or how to configure if there is, but was wondering if its possible to implement a fade value similar to adaptation so even when this would occur there can be a believable transition.
Thanks in advance.
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Re: Fallout 4 0.355
I think this happen because some clouds are not handled by mod, so it's a bug. But to fix it, i need to know which weathers transition produce it. In Skyrim it's very short moment, maybe 5 seconds.
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Re: Fallout 4 0.355
I see, thanks for the reply. In this case I was using Vivid Weather which have custom clouds. Also using a slow timescale of 6.
The most noticeable case was standing still in Sanctuary in front of house with the workshop. Facing towards the cul de sac (East) I start to pan camera to the North and then it would turn off, but turn back on when panning east or south again.
Would it be helpful to take a video of this? I can try to reproduce for different weathers if you like.
The most noticeable case was standing still in Sanctuary in front of house with the workshop. Facing towards the cul de sac (East) I start to pan camera to the North and then it would turn off, but turn back on when panning east or south again.
Would it be helpful to take a video of this? I can try to reproduce for different weathers if you like.
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Re: Fallout 4 0.355
I do not know what workshop is and people reported issues with it already, so it must be specific bug of workshop something. I can't fix it, already tried, can't see myself.
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Re: Fallout 4 0.355
how to disable plugin? if I do this game crash:
Code: Select all
enbSetCallbackFunction(NULL);
enbGetSDKVersion = NULL;
enbGetVersion = NULL;
enbGetGameIdentifier = NULL;
enbSetCallbackFunction = NULL;
enbGetParameter = NULL;
enbSetParameter = NULL;
IsLoaded = FALSE;
Last edited by lomerta on 02 Dec 2018, 11:32, edited 1 time in total.