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 Post subject: Re: Red shadows
PostPosted: 23 Jan 2013, 21:54 
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Joined: 20 Jan 2013, 12:27
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The only problem with this fix is that the ENB now looks completely different :| Is there anything I could do?

Disabling just '#define APPLYGAMECOLORCORRECTION' was all that was required to fix the issue


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Tomoko
 Post subject: Re: Red shadows
PostPosted: 24 Jan 2013, 15:48 
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Been playing around a bit more - seems this effect only happens in fog or when a magic effect is applied to a certain area - very strange.


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 Post subject: Re: Red shadows
PostPosted: 24 Jan 2013, 15:55 
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*blah-blah-blah maniac*
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Sounds familiar. Try commenting out just this line from APPLYGAMECOLORCORRECTION:

Code:
r1.xyz = lerp( min( 0.28, r1.xyz ), 0.5, hnd );

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 Post subject: Re: Red shadows
PostPosted: 24 Jan 2013, 16:05 
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That definitely did something - the effect in my last image no longer happens in the spot that image was taken.

I can see the red shadow effect actually disappear/reappear as the fog washes over it. It's definitely got something to do with fog and magic effects.

Image


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 Post subject: Re: Red shadows
PostPosted: 24 Jan 2013, 17:15 
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I don't have time to go over the custom code, but since the issue seems to be somewhere in APPLYGAMECOLORCORRECTION, try replacing the code with the original from Boris:

Code:
#ifdef APPLYGAMECOLORCORRECTION
    //apply original
    r0.x=1.0/_c2.y;
    r1=tex2D(_s2, _v0);
    r0.yz=r1.xy * _c1.y;
    r0.w=1.0/r0.y;
    r0.z=r0.w * r0.z;
    r1=tex2D(_s0, _v0);
    r1.xyz=r1 * _c1.y;
    r0.w=dot(_c7.xyz, r1.xyz);
    r1.w=r0.w * r0.z;
    r0.z=r0.z * r0.w + _c7.w;
    r0.z=1.0/r0.z;
    r0.x=r1.w * r0.x + _c7.w;
    r0.x=r0.x * r1.w;
    r0.x=r0.z * r0.x;
    if (r0.w<0) r0.x=_c6.x;
    r0.z=1.0/r0.w;
    r0.z=r0.z * r0.x;
    r0.x=saturate(-r0.x + _c2.x);
//  r2=tex2D(_s3, _v0);//enb bloom
    r2=tex2D(_s1, _v0);//skyrim bloom
    r2.xyz=r2 * _c1.y;
    r2.xyz=r0.x * r2;
    r1.xyz=r1 * r0.z + r2;
    r0.x=dot(r1.xyz, _c7.xyz);
    r1.w=_c7.w;
    r2=lerp(r0.x, r1, _c3.x);
    r1=r0.x * _c4 - r2;
    r1=_c4.w * r1 + r2;
    r1=_c3.w * r1 - r0.y; //khajiit night vision _c3.w
    r0=_c3.z * r1 + r0.y;
    r1=-r0 + _c5;
    _oC0=_c5.w * r1 + r0;
#endif //APPLYGAMECOLORCORRECTION

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 Post subject: Re: Red shadows
PostPosted: 24 Jan 2013, 18:06 
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No difference i'm afraid. This issue happens when I use all of Bronze316's ENB's and another ENB I tried called Superb ENB RL 2.0. If I just use the base ENB I don't have this issue. Surely I can't be the only one with this problem?

I would appreciate it if anyone reading this went to Frostmere Crypt (more specifically the zone called Frostmere depths) and run around in the fog to see if it happens to them too.


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 Post subject: Re: Red shadows
PostPosted: 24 Jan 2013, 18:32 
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I will check. Do you use any other lighting mods that might touch dungeons? Not that I suspect they could be the cause, but I need to have the exact same conditions.

A few moments later...

Well I'll be damned, I do have the same issue. I'll investigate.

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 Post subject: Re: Red shadows
PostPosted: 24 Jan 2013, 18:53 
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Thank goodness - i'm glad i'm not the only one! :lol:

Somebody said on the ENB nexus page that completely removing fog from the game fixed it for them, although that's not exactly desirable and fog in itself is likely not the cause of the problem nor is it the only condition in which this problem arises.

The only mods I use that alter that are Darker dungeons for ENB and Enhanced Lights and FX; I don't believe EL&FX has touched upon Frostmere Crypt yet though.


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 Post subject: Re: Red shadows
PostPosted: 24 Jan 2013, 19:18 
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It's nice for a change to actually see the bug you're trying to help fixing :lol:

You're totally right that removing the particle fog is not the right solution as it's just removing the visual symptom of the problem. The root cause is that HD6 didn't care about clamping the values (remember he did the code for himself), so they can go below 0 and/or over 255.

I don't want to post anyone's files mangled by me, but for a quick fix, take the original enbeffect.fx that came with the preset, open enbeffect.fx and scroll down a bit until you see this bit:
Code:
float4 uctcon    = float4( 1.00, 1.00,       1.225, 1.025 );    // Contrast Night, Day, v11.2: 1.0, 0.97, 0.85
Lower the night-time contrast (1.225) to 1.0.

The image will become a bit washed out due to loss of contrast, but then scroll down even further (or use search) until you see the post-processing settings of PP2. Find these two lines:
Code:
float   EBrightnessV2Night=1.0;
float   EBrightnessV2Interior=1.0;
Change both to, say, 0.7. Then find these lines:
Code:
float   EIntensityContrastV2Night=1.475;
float   EIntensityContrastV2Interior=1.475;
Change both to 1.775.

The image should now look pretty much as intended but without the visual glitches. For exactly similar look you probably need to fine-tune the values a bit.

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 Post subject: Re: Red shadows
PostPosted: 24 Jan 2013, 19:44 
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Joined: 20 Jan 2013, 12:27
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:lol: I was shocked when you replied and said that you had the same problem; I was very much expecting this to be an issue on my end, considering that I haven't seen other people mention it.


That fix worked perfectly - no noticeable effect on the ENB itself either; thank you, I appreciate your time and help :)


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