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TES Skyrim 0.265
Posted: 27 Dec 2014, 18:09
by ENBSeries
The Elder Scrolls Skyrim (TES Skyrim, Скурим Свитки)
Graphic mod ENBSeries / patch ENBoost 0.265
Added AnchorsAmount*** parameters as mix factors between mist anchors and world center, this is per weather parameter (requested). Temporal antialiasing now capture data from helper plugin to fix bugs at certain places.
Added string variables to shaders for text annotations, added detailed shadows for hemisphere and spot lights. Mod editor size is automatically increased a little for bigger screen resolutions.
To make helper text in editor, insert
string variable in to shader between definitions of another parameters, for example:
Code: Select all
string Param01 = "Brightness parameter begin";
float EBrightnessV2Day <
string UIName="EBrightnessV2Day";
string UIWidget="Spinner";
> = {0.4};
string Param02 = "Brightness parameter end";
Re: TES Skyrim 0.265
Posted: 27 Dec 2014, 20:00
by number6
Awesome, thanks for the update. Happy New Year to you. Sorry about what the west is doing to Russia.
Re: TES Skyrim 0.265
Posted: 27 Dec 2014, 20:14
by Neuba
Nice to see further updates.
number6 wrote:Awesome, thanks for the update. Happy New Year to you. Sorry about what the west is doing to Russia.
'The West' and 'Russia' are suffering from the same thing: manipulation of the masses caused by politics/media. this will never end. the intelligent people do not make differences nation-wise. take a look at universities and science - or programming.
With the new GTX 980 SC, performance is insane. Using SSAO scales 1.0+ and I get nice playable frame rates and ultra sharp effects. driving it to the limit.
Re: TES Skyrim 0.265
Posted: 28 Dec 2014, 03:57
by Natorius
I'll just start off by saying I appreciate all the work you've done on all these games. Really fantastic stuff.
Do you happen to have any idea why Edge AA isn't working with 0.264 and 0.265 for me? I am using the Injector version on an Optimus laptop with updated drivers. Not really sure what else I can try. I also tried the Optimus fix .dll file on Nexus to use the wrapper version and it didn't work then either. I also have the Steam Overlay disabled since I saw that was a problem for one of the much older versions.
Edit : Actually got it to work using the Shift + Enter in game menu. It seems to completely ignore the enblocal file when it comes to Anti Aliasing settings for me and when I changed those settings in the Shift + Enter menu and saved them those settings did not transfer over to the file.
Re: TES Skyrim 0.265
Posted: 28 Dec 2014, 05:12
by tapioks
Hi Boris,
Just wanted to thank you for this update! I am now able to use temporal antialiasing with virtually no 'ghosting' whatsoever! It's really fantastic, thanks again ^_^
Re: TES Skyrim 0.265
Posted: 28 Dec 2014, 07:10
by T.A.Z
Thank you for your work Boris, I really appreciate it as always.
I wish you happy holidays!
Re: TES Skyrim 0.265
Posted: 28 Dec 2014, 11:11
by Tricky
Thanks Boris! Much appreciated as always!
Re: TES Skyrim 0.265
Posted: 28 Dec 2014, 11:29
by tamu75
Hello. Thanks for update.
I have a question. Is there any chance to enable terrain parallax in Creation Engine by any shader codes?
Re: TES Skyrim 0.265
Posted: 28 Dec 2014, 15:09
by Oyama
Thanx for the update, Boris !
Hope you're fine !
Re: TES Skyrim 0.265
Posted: 28 Dec 2014, 15:11
by ENBSeries
Terrain have only about 5-7 available empty alpha channels of normal or diffuse maps which could be used for height data of parallax. Not a big deal to rewrite about 15 shaders, but some textures have white alpha channel, some are black, so this will look buggy if any texture will not be replaced by proper or empty parallax version of it. Don't think somebody will change all models of terrain to mark them as used for parallax.