looks great, thanks for sharingjim2point0 wrote:Hacked in Time Stop. Makes for easy screenshotting. I love it!
Current SweetFX settings here. Nothing too crazy.
[REQ] ENB for Dishonored
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Re: [REQ] ENB for Dishonored
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Re: [REQ] ENB for Dishonored
Which enb download is this for?Cabrera wrote:Tried my hand at one too, just wanted to clear the bleach while leaving the colours as untouched as possible.
http://imgur.com/a/WyxIT
Code: Select all
[PROXY] EnableProxyLibrary=1 InitProxyFunctions=1 ProxyLibrary= [GLOBAL] UseEffect=1 AlternativeDepth=1 AllowAntialias=1 BugFixMode=0 SkipShaderOptimization=0 QuadVertexBuffer=1 EnableShaders_3_0=1 AdditionalConfigFile=enbseries2.ini UseMRTRendering=0 [EFFECT] EnableBloom=1 EnableOcclusion=0 EnableReflection=0 EnableMotionBlur=0 EnableWater=0 EnableShadow=0 DepthBias=0 EnableDepthOfField=0 [INPUT] KeyUseEffect=123 KeyBloom=120 KeyOcclusion=121 KeyReflection=122 KeyCombination=17 KeyShadow=119 KeyWater=118 KeyScreenshot=80 KeyShowFPS=79 [BLOOM] BloomPowerDay=20 //(0..100) intencity of bloom at day time, dependent from screen brightness. BloomFadeTime=800 //(0..100000) time of bloom adaptation to screen brightness change, in milliseconds. BloomConstantDay=1 //(0..100) power of bloom at day time, independent from adaptation time between screen brightness change. BloomQuality=0 //(0..2) bloom effect quality, 0 means maximal quality. Starting from version 0.074 speed is not much depends from this parameter, so set 0 all the time. BloomScreenLevelDay=60 //(0..100) level of screen brightness in percents, that determined as day time. BloomCurveDay=2 //(-10..10) gamma correction of bloom at day time. negative values increases halftone brightness (smoggy look), positive values decrease halftones brightness (contrast, intensive image). BloomPowerNight=25 //(0..100) power of bloom at night time, dependent from screen brightness. BloomConstantNight=0.5 //(0..100) power of bloom at night time, independent from adaptation time between screen brightness change. BloomCurveNight=3 //(-10..10) gamma correction of bloom at night time. negative values increases halftone brightness (smoggy look), positive values decrease halftones brightness (contrast, intensive image). BloomScreenLevelNight=10 //(0..100) level of screen brightness in percents, that determined as night time. BloomAdaptationScreenLevel=85 //(0..100) level of screen brightness in percents, over which bloom deactivating. It's desirable that this parameter will be greater than BloomScreenLevelDay. BloomAdaptationMultiplier=60 //(0..100) percent of day time bloom brightness, that will be used when screen brightness will be greater than BloomAdaptationScreenLevel. Value 100 disable adaptation BloomAllowOversaturation=0 //(0,1) if 0, bloom softly applied to screen and bright areas not become too oversaturated. BloomMaxLimit=50 //1..100) limitation of bloom brightness. Value 100 disable limitation. [COLORCORRECTION] DarkeningAmountDay=100 ScreenLevelDay=60 ScreenLevelNight=15 DarkeningAmountNight=-8 GammaCurveDay=1.55 GammaCurveNight=2.65 ColorSaturationDay=-2 ColorSaturationNight=-1 UsePaletteTexture=0 [ENGINE] ForceAnisotropicFiltering=0 MaxAnisotropy=16 ForceDisplayRefreshRate=0 DisplayRefreshRateHz=60 [PLUGIN] WeatherMod=0
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Re: [REQ] ENB for Dishonored
I took an unknown version of ENB (found it here) and played with it. Just wanted to try and squeeze a little more contrast into the game. It did a great job at that.
Last edited by jim2point0 on 21 Oct 2012, 07:57, edited 1 time in total.
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Re: [REQ] ENB for Dishonored
So are those your settings in the download?jim2point0 wrote:I took an unknown version of ENB (found it here) and played with it. Just wanted to try and squeeze a little more contrast into the game. It did a great job at that.
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Re: [REQ] ENB for Dishonored
Nope. Mine are still in a constant state of flux. The game uses pretty inconsistent lighting, which doesn't help. I've been tweaking and using a palette texture now, as well as the new sweet fx 1.3 with the s-curves shader. Here are some of the latest. If I had Depth of Field in this game, I'd probably die of happiness.haints wrote:So are those your settings in the download?jim2point0 wrote:I took an unknown version of ENB (found it here) and played with it. Just wanted to try and squeeze a little more contrast into the game. It did a great job at that.
Re: [REQ] ENB for Dishonored
@jim2point0: Would be cool if you pack up your settings and the texturepalette and share it with us or the complete folder Thanks in advance!
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Re: [REQ] ENB for Dishonored
When I think it's suitable to be shared Pretty sure the above screenshots went through a settings change every time It can be REALLY dark.
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Re: [REQ] ENB for Dishonored
Cabrera---which enb is this for?
Cabrera wrote:Tried my hand at one too, just wanted to clear the bleach while leaving the colours as untouched as possible.
http://imgur.com/a/WyxIT
Code: Select all
[PROXY] EnableProxyLibrary=1 InitProxyFunctions=1 ProxyLibrary= [GLOBAL] UseEffect=1 AlternativeDepth=1 AllowAntialias=1 BugFixMode=0 SkipShaderOptimization=0 QuadVertexBuffer=1 EnableShaders_3_0=1 AdditionalConfigFile=enbseries2.ini UseMRTRendering=0 [EFFECT] EnableBloom=1 EnableOcclusion=0 EnableReflection=0 EnableMotionBlur=0 EnableWater=0 EnableShadow=0 DepthBias=0 EnableDepthOfField=0 [INPUT] KeyUseEffect=123 KeyBloom=120 KeyOcclusion=121 KeyReflection=122 KeyCombination=17 KeyShadow=119 KeyWater=118 KeyScreenshot=80 KeyShowFPS=79 [BLOOM] BloomPowerDay=20 //(0..100) intencity of bloom at day time, dependent from screen brightness. BloomFadeTime=800 //(0..100000) time of bloom adaptation to screen brightness change, in milliseconds. BloomConstantDay=1 //(0..100) power of bloom at day time, independent from adaptation time between screen brightness change. BloomQuality=0 //(0..2) bloom effect quality, 0 means maximal quality. Starting from version 0.074 speed is not much depends from this parameter, so set 0 all the time. BloomScreenLevelDay=60 //(0..100) level of screen brightness in percents, that determined as day time. BloomCurveDay=2 //(-10..10) gamma correction of bloom at day time. negative values increases halftone brightness (smoggy look), positive values decrease halftones brightness (contrast, intensive image). BloomPowerNight=25 //(0..100) power of bloom at night time, dependent from screen brightness. BloomConstantNight=0.5 //(0..100) power of bloom at night time, independent from adaptation time between screen brightness change. BloomCurveNight=3 //(-10..10) gamma correction of bloom at night time. negative values increases halftone brightness (smoggy look), positive values decrease halftones brightness (contrast, intensive image). BloomScreenLevelNight=10 //(0..100) level of screen brightness in percents, that determined as night time. BloomAdaptationScreenLevel=85 //(0..100) level of screen brightness in percents, over which bloom deactivating. It's desirable that this parameter will be greater than BloomScreenLevelDay. BloomAdaptationMultiplier=60 //(0..100) percent of day time bloom brightness, that will be used when screen brightness will be greater than BloomAdaptationScreenLevel. Value 100 disable adaptation BloomAllowOversaturation=0 //(0,1) if 0, bloom softly applied to screen and bright areas not become too oversaturated. BloomMaxLimit=50 //1..100) limitation of bloom brightness. Value 100 disable limitation. [COLORCORRECTION] DarkeningAmountDay=100 ScreenLevelDay=60 ScreenLevelNight=15 DarkeningAmountNight=-8 GammaCurveDay=1.55 GammaCurveNight=2.65 ColorSaturationDay=-2 ColorSaturationNight=-1 UsePaletteTexture=0 [ENGINE] ForceAnisotropicFiltering=0 MaxAnisotropy=16 ForceDisplayRefreshRate=0 DisplayRefreshRateHz=60 [PLUGIN] WeatherMod=0
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Re: [REQ] ENB for Dishonored
How's it coming along? Can you share it yet? It looks great.jim2point0 wrote:When I think it's suitable to be shared Pretty sure the above screenshots went through a settings change every time It can be REALLY dark.
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Re: [REQ] ENB for Dishonored
Oh. My frustration with trying to balance anything for Dishonored reached a peak. Not using ENB anymore, just SweetFx. But the game's shadows\lighting are extremely inconsistent to the point where it's impossible to darken the game appropriately for day\night without making interiors like the prison level pitch black in a lot of places.
For the best results, use a mixture of SweetFX's HDR setting, liftGamma and s-curves. Drop shadow levels and raise highlight levels.
If I play that game again, it will probably be around the time the DLC comes out
For the best results, use a mixture of SweetFX's HDR setting, liftGamma and s-curves. Drop shadow levels and raise highlight levels.
If I play that game again, it will probably be around the time the DLC comes out