The Elder Scrolls Skyrim (TES Skyrim, Скурим Свитки)
Graphic mod ENBSeries / patch ENBoost 0.241
Added volumetric rays (not optimized yet). Fixed image based lighting bug and flickering sun, disabled sun drawing below horizon. Added opacity parameter for cloud shadows. Renamed parameter of cloud shadows activation.
I'm having issues with naming of variables for atmospheric effects and how to declare them properly. Some upcoming effects must be computed by same code and i can't make separated parameters then, it's unreal and slower. To define proper global controls is problematic task for me, that's why not added extra parameters for volumetric rays, even if they help to balance visibility of rays in clear and cloudy weathers.
TES Skyrim 0.241
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TES Skyrim 0.241
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Re: TES Skyrim 0.241
Maybe I did something wrong, but I don't see the volumetric rays.
http://i.imgur.com/AsmNVE9.jpg
The other bits (Opacity and fixes) work perfectly fine.
http://i.imgur.com/AsmNVE9.jpg
The other bits (Opacity and fixes) work perfectly fine.
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Re: TES Skyrim 0.241
Hey, thanks for the update, Boris!
I really don't mean to annoy you, especially because you've already written you've got problems with naming of all the variables and having to deal with several effects using the same code, balancing and so on.
Unfortunately I can't get the volumetric rays to show at all.
Neither on cloudy, nor on clear weather, even with maxed out intensity.
Could there be an explanation, or is it only on my end?
/e
Alright, DaemonWhite was faster.
I really don't mean to annoy you, especially because you've already written you've got problems with naming of all the variables and having to deal with several effects using the same code, balancing and so on.
Unfortunately I can't get the volumetric rays to show at all.
Neither on cloudy, nor on clear weather, even with maxed out intensity.
Could there be an explanation, or is it only on my end?
/e
Alright, DaemonWhite was faster.
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Re: TES Skyrim 0.241
@ Boris @ anyone
any idea which option in the engine defines the texture distance camera loading (mipmap levels) ?
i have this strange issue complete new Skyrim Install with High Rest Bethesda textures and Default Ultra Setup
i enter this part and see this rendered result
ok now i move ahead and the texture blurs in now i move back and the texture stays loaded and doesn't blur out anymore ?????
So why the hell doesn't load it immediately clear but gets blurred out first ?
any idea which option in the engine defines the texture distance camera loading (mipmap levels) ?
i have this strange issue complete new Skyrim Install with High Rest Bethesda textures and Default Ultra Setup
i enter this part and see this rendered result
ok now i move ahead and the texture blurs in now i move back and the texture stays loaded and doesn't blur out anymore ?????
So why the hell doesn't load it immediately clear but gets blurred out first ?
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Re: TES Skyrim 0.241
Boris
I also do not see volumetric rays no matter the settings I choose for quality or intensity.
It seems that cloud shadow opacity changes require shaders to be reloaded. Otherwise setting them to zero then setting EnableAtNight to false will change the light levels (despite opacity being zero).
I also do not see volumetric rays no matter the settings I choose for quality or intensity.
It seems that cloud shadow opacity changes require shaders to be reloaded. Otherwise setting them to zero then setting EnableAtNight to false will change the light levels (despite opacity being zero).
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Re: TES Skyrim 0.241
Not just volumetric shadows for me with this one it is also cloud shadows. Also my lighting seems totally messed up with this one compared to 240. everything "whitewashed" or blown out like bloom is not working properly. Direct lighting seemed off too. There is definitely something wrong with this one. Wonder if it is a stack issue again or AMD issue?
EDIT: DISREGARD ON THE CLOUD SHADOWS NOT WORKING. DIDN'T CATCH YOU RENAMED THE PARAMETER.
EDIT: DISREGARD ON THE CLOUD SHADOWS NOT WORKING. DIDN'T CATCH YOU RENAMED THE PARAMETER.
Last edited by rwillia157 on 20 Dec 2013, 07:55, edited 1 time in total.
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Re: TES Skyrim 0.241
rwillia157
I'm not seeing any of the issues you mention. Cloud shadows seem to work fine and lighting levels are consistent with 0.240. I'm using an nVidia card, however.
I'm not seeing any of the issues you mention. Cloud shadows seem to work fine and lighting levels are consistent with 0.240. I'm using an nVidia card, however.
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Re: TES Skyrim 0.241
Disregard Everything I said Previously. This was my problem. i had tweaked my preset around cloud shadows and with it renamed they were turned off and that is why they weren't working and the lighting was off. Is there certain weathers that the volumetric rays enable in? Does it require the Helper dll?ENBSeries wrote:The Elder Scrolls Skyrim (TES Skyrim, Скурим Свитки)
Graphic mod ENBSeries / patch ENBoost 0.241
Added volumetric rays (not optimized yet). Fixed image based lighting bug and flickering sun, disabled sun drawing below horizon. Added opacity parameter for cloud shadows. Renamed parameter of cloud shadows activation.
I'm having issues with naming of variables for atmospheric effects and how to declare them properly. Some upcoming effects must be computed by same code and i can't make separated parameters then, it's unreal and slower. To define proper global controls is problematic task for me, that's why not added extra parameters for volumetric rays, even if they help to balance visibility of rays in clear and cloudy weathers.
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Re: TES Skyrim 0.241
Volumetric rays not working, I tried all weathers, turning on and off effects and settings, nothing worked.
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Re: TES Skyrim 0.241
Cloud Shadows works fine, thank you Boris.
Volumetric Rays same as other people, not working seems so.
Volumetric Rays same as other people, not working seems so.